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Another eq_dictionary pass
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+1
-1
@@ -347,7 +347,7 @@ NPCType Bot::FillNPCTypeStruct(uint32 botSpellsID, std::string botName, std::str
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BotNPCType.hp_regen = 1;
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BotNPCType.mana_regen = 1;
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BotNPCType.maxlevel = botLevel;
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BotNPCType.light = NOT_USED; // due to the way that bots are coded..this is sent post-spawn
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BotNPCType.light = 0; // due to the way that bots are coded..this is sent post-spawn
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return BotNPCType;
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}
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@@ -1355,7 +1355,7 @@ uint32 Client::CalcCurrentWeight()
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This is the ONLY instance I have seen where the client is hard coded to particular Item IDs to set a certain property for an item. It is very odd.
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*/
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// SoD+ client has no weight for coin
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if (EQEmu::profile::CoinHasWeight(EQEmu::versions::ConvertClientVersionToInventoryVersion(ClientVersion()))) {
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if (EQEmu::behavior::GetCoinHasWeight(EQEmu::versions::ConvertClientVersionToInventoryVersion(ClientVersion()))) {
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Total += (m_pp.platinum + m_pp.gold + m_pp.silver + m_pp.copper) / 4;
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}
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float Packrat = (float)spellbonuses.Packrat + (float)aabonuses.Packrat + (float)itembonuses.Packrat;
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+2
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@@ -5627,13 +5627,13 @@ void command_itemsearch(Client *c, const Seperator *sep)
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return;
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}
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int count = NOT_USED;
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int count = 0;
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char sName[64];
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char sCriteria[255];
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strn0cpy(sCriteria, search_criteria, sizeof(sCriteria));
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strupr(sCriteria);
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char* pdest;
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uint32 it = NOT_USED;
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uint32 it = 0;
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while ((item = database.IterateItems(&it))) {
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strn0cpy(sName, item->Name, sizeof(sName));
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strupr(sName);
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+2
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@@ -998,7 +998,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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cur = itemlist.begin();
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end = itemlist.end();
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int corpselootlimit = EQEmu::inventory::InventoryTypeSize(EQEmu::versions::ConvertClientVersionToInventoryVersion(client->ClientVersion()), EQEmu::legacy::TypeCorpse);
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int corpselootlimit = EQEmu::inventory::GetInventoryTypeSize(EQEmu::versions::ConvertClientVersionToInventoryVersion(client->ClientVersion()), EQEmu::legacy::TypeCorpse);
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for(; cur != end; ++cur) {
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ServerLootItem_Struct* item_data = *cur;
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@@ -1292,7 +1292,7 @@ void Corpse::QueryLoot(Client* to) {
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cur = itemlist.begin();
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end = itemlist.end();
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int corpselootlimit = EQEmu::inventory::InventoryTypeSize(EQEmu::versions::ConvertClientVersionToInventoryVersion(to->ClientVersion()), EQEmu::legacy::TypeCorpse);
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int corpselootlimit = EQEmu::inventory::GetInventoryTypeSize(EQEmu::versions::ConvertClientVersionToInventoryVersion(to->ClientVersion()), EQEmu::legacy::TypeCorpse);
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for(; cur != end; ++cur) {
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ServerLootItem_Struct* sitem = *cur;
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+1
-1
@@ -2759,7 +2759,7 @@ void TaskManager::SendActiveTaskDescription(Client *c, int TaskID, int SequenceN
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+ sizeof(TaskDescriptionData2_Struct) + 1 + sizeof(TaskDescriptionTrailer_Struct);
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std::string reward_text;
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int ItemID = NOT_USED;
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int ItemID = 0;
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// If there is an item make the Reward text into a link to the item (only the first item if a list
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// is specified). I have been unable to get multiple item links to work.
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