Fixed GetItemStat making all information it pulls default it uint32.

This commit is contained in:
Kinglykrab 2014-08-16 01:13:15 -04:00
parent bce3b1b961
commit 0f5214f481

View File

@ -3550,7 +3550,7 @@ int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
if (!identifier) if (!identifier)
return 0; return 0;
uint32 stat = 0; int32 stat = 0;
std::string id = identifier; std::string id = identifier;
for(int i = 0; i < id.length(); ++i) for(int i = 0; i < id.length(); ++i)
@ -3559,316 +3559,318 @@ int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
} }
if (id == "itemclass") if (id == "itemclass")
stat = uint32(item->ItemClass); stat = int32(item->ItemClass);
if (id == "id") if (id == "id")
stat = uint32(item->ID); stat = int32(item->ID);
if (id == "idfile")
stat = atoi(&item->IDFile[2]);
if (id == "weight") if (id == "weight")
stat = uint32(item->Weight); stat = int32(item->Weight);
if (id == "norent") if (id == "norent")
stat = uint32(item->NoRent); stat = int32(item->NoRent);
if (id == "nodrop") if (id == "nodrop")
stat = uint32(item->NoDrop); stat = int32(item->NoDrop);
if (id == "size") if (id == "size")
stat = uint32(item->Size); stat = int32(item->Size);
if (id == "slots") if (id == "slots")
stat = uint32(item->Slots); stat = int32(item->Slots);
if (id == "price") if (id == "price")
stat = uint32(item->Price); stat = int32(item->Price);
if (id == "icon") if (id == "icon")
stat = uint32(item->Icon); stat = int32(item->Icon);
if (id == "loregroup") if (id == "loregroup")
stat = uint32(item->LoreGroup); stat = int32(item->LoreGroup);
if (id == "loreflag") if (id == "loreflag")
stat = uint32(item->LoreFlag); stat = int32(item->LoreFlag);
if (id == "pendingloreflag") if (id == "pendingloreflag")
stat = uint32(item->PendingLoreFlag); stat = int32(item->PendingLoreFlag);
if (id == "artifactflag") if (id == "artifactflag")
stat = uint32(item->ArtifactFlag); stat = int32(item->ArtifactFlag);
if (id == "summonedflag") if (id == "summonedflag")
stat = uint32(item->SummonedFlag); stat = int32(item->SummonedFlag);
if (id == "fvnodrop") if (id == "fvnodrop")
stat = uint32(item->FVNoDrop); stat = int32(item->FVNoDrop);
if (id == "favor") if (id == "favor")
stat = uint32(item->Favor); stat = int32(item->Favor);
if (id == "guildfavor") if (id == "guildfavor")
stat = uint32(item->GuildFavor); stat = int32(item->GuildFavor);
if (id == "pointtype") if (id == "pointtype")
stat = uint32(item->PointType); stat = int32(item->PointType);
if (id == "bagtype") if (id == "bagtype")
stat = uint32(item->BagType); stat = int32(item->BagType);
if (id == "bagslots") if (id == "bagslots")
stat = uint32(item->BagSlots); stat = int32(item->BagSlots);
if (id == "bagsize") if (id == "bagsize")
stat = uint32(item->BagSize); stat = int32(item->BagSize);
if (id == "bagwr") if (id == "bagwr")
stat = uint32(item->BagWR); stat = int32(item->BagWR);
if (id == "benefitflag") if (id == "benefitflag")
stat = uint32(item->BenefitFlag); stat = int32(item->BenefitFlag);
if (id == "tradeskills") if (id == "tradeskills")
stat = uint32(item->Tradeskills); stat = int32(item->Tradeskills);
if (id == "cr") if (id == "cr")
stat = uint32(item->CR); stat = int32(item->CR);
if (id == "dr") if (id == "dr")
stat = uint32(item->DR); stat = int32(item->DR);
if (id == "pr") if (id == "pr")
stat = uint32(item->PR); stat = int32(item->PR);
if (id == "mr") if (id == "mr")
stat = uint32(item->MR); stat = int32(item->MR);
if (id == "fr") if (id == "fr")
stat = uint32(item->FR); stat = int32(item->FR);
if (id == "astr") if (id == "astr")
stat = uint32(item->AStr); stat = int32(item->AStr);
if (id == "asta") if (id == "asta")
stat = uint32(item->ASta); stat = int32(item->ASta);
if (id == "aagi") if (id == "aagi")
stat = uint32(item->AAgi); stat = int32(item->AAgi);
if (id == "adex") if (id == "adex")
stat = uint32(item->ADex); stat = int32(item->ADex);
if (id == "acha") if (id == "acha")
stat = uint32(item->ACha); stat = int32(item->ACha);
if (id == "aint") if (id == "aint")
stat = uint32(item->AInt); stat = int32(item->AInt);
if (id == "awis") if (id == "awis")
stat = uint32(item->AWis); stat = int32(item->AWis);
if (id == "hp") if (id == "hp")
stat = uint32(item->HP); stat = int32(item->HP);
if (id == "mana") if (id == "mana")
stat = uint32(item->Mana); stat = int32(item->Mana);
if (id == "ac") if (id == "ac")
stat = uint32(item->AC); stat = int32(item->AC);
if (id == "deity") if (id == "deity")
stat = uint32(item->Deity); stat = int32(item->Deity);
if (id == "skillmodvalue") if (id == "skillmodvalue")
stat = uint32(item->SkillModValue); stat = int32(item->SkillModValue);
if (id == "skillmodtype") if (id == "skillmodtype")
stat = uint32(item->SkillModType); stat = int32(item->SkillModType);
if (id == "banedmgrace") if (id == "banedmgrace")
stat = uint32(item->BaneDmgRace); stat = int32(item->BaneDmgRace);
if (id == "banedmgamt") if (id == "banedmgamt")
stat = uint32(item->BaneDmgAmt); stat = int32(item->BaneDmgAmt);
if (id == "banedmgbody") if (id == "banedmgbody")
stat = uint32(item->BaneDmgBody); stat = int32(item->BaneDmgBody);
if (id == "magic") if (id == "magic")
stat = uint32(item->Magic); stat = int32(item->Magic);
if (id == "casttime_") if (id == "casttime_")
stat = uint32(item->CastTime_); stat = int32(item->CastTime_);
if (id == "reqlevel") if (id == "reqlevel")
stat = uint32(item->ReqLevel); stat = int32(item->ReqLevel);
if (id == "bardtype") if (id == "bardtype")
stat = uint32(item->BardType); stat = int32(item->BardType);
if (id == "bardvalue") if (id == "bardvalue")
stat = uint32(item->BardValue); stat = int32(item->BardValue);
if (id == "light") if (id == "light")
stat = uint32(item->Light); stat = int32(item->Light);
if (id == "delay") if (id == "delay")
stat = uint32(item->Delay); stat = int32(item->Delay);
if (id == "reclevel") if (id == "reclevel")
stat = uint32(item->RecLevel); stat = int32(item->RecLevel);
if (id == "recskill") if (id == "recskill")
stat = uint32(item->RecSkill); stat = int32(item->RecSkill);
if (id == "elemdmgtype") if (id == "elemdmgtype")
stat = uint32(item->ElemDmgType); stat = int32(item->ElemDmgType);
if (id == "elemdmgamt") if (id == "elemdmgamt")
stat = uint32(item->ElemDmgAmt); stat = int32(item->ElemDmgAmt);
if (id == "range") if (id == "range")
stat = uint32(item->Range); stat = int32(item->Range);
if (id == "damage") if (id == "damage")
stat = uint32(item->Damage); stat = int32(item->Damage);
if (id == "color") if (id == "color")
stat = uint32(item->Color); stat = int32(item->Color);
if (id == "classes") if (id == "classes")
stat = uint32(item->Classes); stat = int32(item->Classes);
if (id == "races") if (id == "races")
stat = uint32(item->Races); stat = int32(item->Races);
if (id == "maxcharges") if (id == "maxcharges")
stat = uint32(item->MaxCharges); stat = int32(item->MaxCharges);
if (id == "itemtype") if (id == "itemtype")
stat = uint32(item->ItemType); stat = int32(item->ItemType);
if (id == "material") if (id == "material")
stat = uint32(item->Material); stat = int32(item->Material);
if (id == "casttime") if (id == "casttime")
stat = uint32(item->CastTime); stat = int32(item->CastTime);
if (id == "elitematerial") if (id == "elitematerial")
stat = uint32(item->EliteMaterial); stat = int32(item->EliteMaterial);
if (id == "procrate") if (id == "procrate")
stat = uint32(item->ProcRate); stat = int32(item->ProcRate);
if (id == "combateffects") if (id == "combateffects")
stat = uint32(item->CombatEffects); stat = int32(item->CombatEffects);
if (id == "shielding") if (id == "shielding")
stat = uint32(item->Shielding); stat = int32(item->Shielding);
if (id == "stunresist") if (id == "stunresist")
stat = uint32(item->StunResist); stat = int32(item->StunResist);
if (id == "strikethrough") if (id == "strikethrough")
stat = uint32(item->StrikeThrough); stat = int32(item->StrikeThrough);
if (id == "extradmgskill") if (id == "extradmgskill")
stat = uint32(item->ExtraDmgSkill); stat = int32(item->ExtraDmgSkill);
if (id == "extradmgamt") if (id == "extradmgamt")
stat = uint32(item->ExtraDmgAmt); stat = int32(item->ExtraDmgAmt);
if (id == "spellshield") if (id == "spellshield")
stat = uint32(item->SpellShield); stat = int32(item->SpellShield);
if (id == "avoidance") if (id == "avoidance")
stat = uint32(item->Avoidance); stat = int32(item->Avoidance);
if (id == "accuracy") if (id == "accuracy")
stat = uint32(item->Accuracy); stat = int32(item->Accuracy);
if (id == "charmfileid") if (id == "charmfileid")
stat = uint32(item->CharmFileID); stat = int32(item->CharmFileID);
if (id == "factionmod1") if (id == "factionmod1")
stat = uint32(item->FactionMod1); stat = int32(item->FactionMod1);
if (id == "factionmod2") if (id == "factionmod2")
stat = uint32(item->FactionMod2); stat = int32(item->FactionMod2);
if (id == "factionmod3") if (id == "factionmod3")
stat = uint32(item->FactionMod3); stat = int32(item->FactionMod3);
if (id == "factionmod4") if (id == "factionmod4")
stat = uint32(item->FactionMod4); stat = int32(item->FactionMod4);
if (id == "factionamt1") if (id == "factionamt1")
stat = uint32(item->FactionAmt1); stat = int32(item->FactionAmt1);
if (id == "factionamt2") if (id == "factionamt2")
stat = uint32(item->FactionAmt2); stat = int32(item->FactionAmt2);
if (id == "factionamt3") if (id == "factionamt3")
stat = uint32(item->FactionAmt3); stat = int32(item->FactionAmt3);
if (id == "factionamt4") if (id == "factionamt4")
stat = uint32(item->FactionAmt4); stat = int32(item->FactionAmt4);
if (id == "augtype") if (id == "augtype")
stat = uint32(item->AugType); stat = int32(item->AugType);
if (id == "ldontheme") if (id == "ldontheme")
stat = uint32(item->LDoNTheme); stat = int32(item->LDoNTheme);
if (id == "ldonprice") if (id == "ldonprice")
stat = uint32(item->LDoNPrice); stat = int32(item->LDoNPrice);
if (id == "ldonsold") if (id == "ldonsold")
stat = uint32(item->LDoNSold); stat = int32(item->LDoNSold);
if (id == "banedmgraceamt") if (id == "banedmgraceamt")
stat = uint32(item->BaneDmgRaceAmt); stat = int32(item->BaneDmgRaceAmt);
if (id == "augrestrict") if (id == "augrestrict")
stat = uint32(item->AugRestrict); stat = int32(item->AugRestrict);
if (id == "endur") if (id == "endur")
stat = uint32(item->Endur); stat = int32(item->Endur);
if (id == "dotshielding") if (id == "dotshielding")
stat = uint32(item->DotShielding); stat = int32(item->DotShielding);
if (id == "attack") if (id == "attack")
stat = uint32(item->Attack); stat = int32(item->Attack);
if (id == "regen") if (id == "regen")
stat = uint32(item->Regen); stat = int32(item->Regen);
if (id == "manaregen") if (id == "manaregen")
stat = uint32(item->ManaRegen); stat = int32(item->ManaRegen);
if (id == "enduranceregen") if (id == "enduranceregen")
stat = uint32(item->EnduranceRegen); stat = int32(item->EnduranceRegen);
if (id == "haste") if (id == "haste")
stat = uint32(item->Haste); stat = int32(item->Haste);
if (id == "damageshield") if (id == "damageshield")
stat = uint32(item->DamageShield); stat = int32(item->DamageShield);
if (id == "recastdelay") if (id == "recastdelay")
stat = uint32(item->RecastDelay); stat = int32(item->RecastDelay);
if (id == "recasttype") if (id == "recasttype")
stat = uint32(item->RecastType); stat = int32(item->RecastType);
if (id == "augdistiller") if (id == "augdistiller")
stat = uint32(item->AugDistiller); stat = int32(item->AugDistiller);
if (id == "attuneable") if (id == "attuneable")
stat = uint32(item->Attuneable); stat = int32(item->Attuneable);
if (id == "nopet") if (id == "nopet")
stat = uint32(item->NoPet); stat = int32(item->NoPet);
if (id == "potionbelt") if (id == "potionbelt")
stat = uint32(item->PotionBelt); stat = int32(item->PotionBelt);
if (id == "stackable") if (id == "stackable")
stat = uint32(item->Stackable); stat = int32(item->Stackable);
if (id == "notransfer") if (id == "notransfer")
stat = uint32(item->NoTransfer); stat = int32(item->NoTransfer);
if (id == "questitemflag") if (id == "questitemflag")
stat = uint32(item->QuestItemFlag); stat = int32(item->QuestItemFlag);
if (id == "stacksize") if (id == "stacksize")
stat = uint32(item->StackSize); stat = int32(item->StackSize);
if (id == "potionbeltslots") if (id == "potionbeltslots")
stat = uint32(item->PotionBeltSlots); stat = int32(item->PotionBeltSlots);
if (id == "book") if (id == "book")
stat = uint32(item->Book); stat = int32(item->Book);
if (id == "booktype") if (id == "booktype")
stat = uint32(item->BookType); stat = int32(item->BookType);
if (id == "svcorruption") if (id == "svcorruption")
stat = uint32(item->SVCorruption); stat = int32(item->SVCorruption);
if (id == "purity") if (id == "purity")
stat = uint32(item->Purity); stat = int32(item->Purity);
if (id == "backstabdmg") if (id == "backstabdmg")
stat = uint32(item->BackstabDmg); stat = int32(item->BackstabDmg);
if (id == "dsmitigation") if (id == "dsmitigation")
stat = uint32(item->DSMitigation); stat = int32(item->DSMitigation);
if (id == "heroicstr") if (id == "heroicstr")
stat = uint32(item->HeroicStr); stat = int32(item->HeroicStr);
if (id == "heroicint") if (id == "heroicint")
stat = uint32(item->HeroicInt); stat = int32(item->HeroicInt);
if (id == "heroicwis") if (id == "heroicwis")
stat = uint32(item->HeroicWis); stat = int32(item->HeroicWis);
if (id == "heroicagi") if (id == "heroicagi")
stat = uint32(item->HeroicAgi); stat = int32(item->HeroicAgi);
if (id == "heroicdex") if (id == "heroicdex")
stat = uint32(item->HeroicDex); stat = int32(item->HeroicDex);
if (id == "heroicsta") if (id == "heroicsta")
stat = uint32(item->HeroicSta); stat = int32(item->HeroicSta);
if (id == "heroiccha") if (id == "heroiccha")
stat = uint32(item->HeroicCha); stat = int32(item->HeroicCha);
if (id == "heroicmr") if (id == "heroicmr")
stat = uint32(item->HeroicMR); stat = int32(item->HeroicMR);
if (id == "heroicfr") if (id == "heroicfr")
stat = uint32(item->HeroicFR); stat = int32(item->HeroicFR);
if (id == "heroiccr") if (id == "heroiccr")
stat = uint32(item->HeroicCR); stat = int32(item->HeroicCR);
if (id == "heroicdr") if (id == "heroicdr")
stat = uint32(item->HeroicDR); stat = int32(item->HeroicDR);
if (id == "heroicpr") if (id == "heroicpr")
stat = uint32(item->HeroicPR); stat = int32(item->HeroicPR);
if (id == "heroicsvcorrup") if (id == "heroicsvcorrup")
stat = uint32(item->HeroicSVCorrup); stat = int32(item->HeroicSVCorrup);
if (id == "healamt") if (id == "healamt")
stat = uint32(item->HealAmt); stat = int32(item->HealAmt);
if (id == "spelldmg") if (id == "spelldmg")
stat = uint32(item->SpellDmg); stat = int32(item->SpellDmg);
if (id == "ldonsellbackrate") if (id == "ldonsellbackrate")
stat = uint32(item->LDoNSellBackRate); stat = int32(item->LDoNSellBackRate);
if (id == "scriptfileid") if (id == "scriptfileid")
stat = uint32(item->ScriptFileID); stat = int32(item->ScriptFileID);
if (id == "expendablearrow") if (id == "expendablearrow")
stat = uint32(item->ExpendableArrow); stat = int32(item->ExpendableArrow);
if (id == "clairvoyance") if (id == "clairvoyance")
stat = uint32(item->Clairvoyance); stat = int32(item->Clairvoyance);
// Begin Effects // Begin Effects
if (id == "clickeffect") if (id == "clickeffect")
stat = uint32(item->Click.Effect); stat = int32(item->Click.Effect);
if (id == "clicktype") if (id == "clicktype")
stat = uint32(item->Click.Type); stat = int32(item->Click.Type);
if (id == "clicklevel") if (id == "clicklevel")
stat = uint32(item->Click.Level); stat = int32(item->Click.Level);
if (id == "clicklevel2") if (id == "clicklevel2")
stat = uint32(item->Click.Level2); stat = int32(item->Click.Level2);
if (id == "proceffect") if (id == "proceffect")
stat = uint32(item->Proc.Effect); stat = int32(item->Proc.Effect);
if (id == "proctype") if (id == "proctype")
stat = uint32(item->Proc.Type); stat = int32(item->Proc.Type);
if (id == "proclevel") if (id == "proclevel")
stat = uint32(item->Proc.Level); stat = int32(item->Proc.Level);
if (id == "proclevel2") if (id == "proclevel2")
stat = uint32(item->Proc.Level2); stat = int32(item->Proc.Level2);
if (id == "worneffect") if (id == "worneffect")
stat = uint32(item->Worn.Effect); stat = int32(item->Worn.Effect);
if (id == "worntype") if (id == "worntype")
stat = uint32(item->Worn.Type); stat = int32(item->Worn.Type);
if (id == "wornlevel") if (id == "wornlevel")
stat = uint32(item->Worn.Level); stat = int32(item->Worn.Level);
if (id == "wornlevel2") if (id == "wornlevel2")
stat = uint32(item->Worn.Level2); stat = int32(item->Worn.Level2);
if (id == "focuseffect") if (id == "focuseffect")
stat = uint32(item->Focus.Effect); stat = int32(item->Focus.Effect);
if (id == "focustype") if (id == "focustype")
stat = uint32(item->Focus.Type); stat = int32(item->Focus.Type);
if (id == "focuslevel") if (id == "focuslevel")
stat = uint32(item->Focus.Level); stat = int32(item->Focus.Level);
if (id == "focuslevel2") if (id == "focuslevel2")
stat = uint32(item->Focus.Level2); stat = int32(item->Focus.Level2);
if (id == "scrolleffect") if (id == "scrolleffect")
stat = uint32(item->Scroll.Effect); stat = int32(item->Scroll.Effect);
if (id == "scrolltype") if (id == "scrolltype")
stat = uint32(item->Scroll.Type); stat = int32(item->Scroll.Type);
if (id == "scrolllevel") if (id == "scrolllevel")
stat = uint32(item->Scroll.Level); stat = int32(item->Scroll.Level);
if (id == "scrolllevel2") if (id == "scrolllevel2")
stat = uint32(item->Scroll.Level2); stat = int32(item->Scroll.Level2);
safe_delete(inst); safe_delete(inst);
return stat; return stat;