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Converted MATERIAL defines to MaterialUseSlots enumeration
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+5
-5
@@ -72,7 +72,7 @@ Mob::Mob(const char* in_name,
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uint32 in_drakkin_heritage,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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uint32 in_armor_tint[MAX_MATERIALS],
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uint32 in_armor_tint[_MaterialCount],
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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@@ -238,7 +238,7 @@ Mob::Mob(const char* in_name,
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SkillProcs[j].base_spellID = SPELL_UNKNOWN;
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}
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for (i = 0; i < MAX_MATERIALS; i++)
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for (i = 0; i < _MaterialCount; i++)
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{
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if (in_armor_tint)
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{
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@@ -945,7 +945,7 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
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for(i = 0; i < MAX_MATERIALS; i++)
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for(i = 0; i < _MaterialCount; i++)
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{
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ns->spawn.equipment[i] = GetEquipmentMaterial(i);
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if (armor_tint[i])
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@@ -2556,8 +2556,8 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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{
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if // for primary and secondary we need the model, not the material
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(
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material_slot == MATERIAL_PRIMARY ||
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material_slot == MATERIAL_SECONDARY
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material_slot == MaterialPrimary ||
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material_slot == MaterialSecondary
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)
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{
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if(strlen(item->IDFile) > 2)
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