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Delinked current inventory slot enumeration and constants from EQEmu::constants and global definition
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@@ -801,25 +801,6 @@ static const uint8 SkillDamageTypes[HIGHEST_SKILL + 1] = // change to _SkillServ
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/*2HPiercing*/ 36 // Needs research (set for 1HPiercing value - similar to slash/blunt)
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};
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/*
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** Material use slots
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**
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*/
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enum MaterialSlots : uint8
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{
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MaterialHead = 0,
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MaterialChest,
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MaterialArms,
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MaterialWrist,
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MaterialHands,
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MaterialLegs, // 5
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MaterialFeet,
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MaterialPrimary,
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MaterialSecondary,
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MaterialCount,
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MaterialInvalid = 255
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};
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/*
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// Used for worn NPC inventory tracking. NPCs don't use
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// augments, so only the basic slots need to be kept track of.
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@@ -854,75 +835,6 @@ enum MaterialSlots : uint8
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**
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*/
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enum InventoryTypes : int16
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{
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TypePossessions = 0,
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TypeBank,
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TypeSharedBank,
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TypeTrade,
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TypeWorld,
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TypeLimbo, // 5
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TypeTribute,
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TypeTrophyTribute,
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TypeGuildTribute,
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TypeMerchant,
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TypeDeleted, // 10
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TypeCorpse,
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TypeBazaar,
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TypeInspect,
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TypeRealEstate,
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TypeViewMODPC, // 15
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TypeViewMODBank,
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TypeViewMODSharedBank,
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TypeViewMODLimbo,
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TypeAltStorage,
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TypeArchived, // 20
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TypeMail,
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TypeGuildTrophyTribute,
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TypeKrono,
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TypeOther,
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TypeCount
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};
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enum PossessionsSlots : int16
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{
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SlotCharm = 0,
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SlotEar1,
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SlotHead,
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SlotFace,
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SlotEar2,
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SlotNeck, // 5
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SlotShoulders,
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SlotArms,
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SlotBack,
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SlotWrist1,
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SlotWrist2, // 10
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SlotRange,
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SlotHands,
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SlotPrimary,
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SlotSecondary,
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SlotFinger1, // 15
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SlotFinger2,
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SlotChest,
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SlotLegs,
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SlotFeet,
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SlotWaist, // 20
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SlotPowerSource = 9999, // temp
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SlotAmmo = 21, // temp
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SlotGeneral1,
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SlotGeneral2,
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SlotGeneral3,
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SlotGeneral4, // 25
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SlotGeneral5,
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SlotGeneral6,
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SlotGeneral7,
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SlotGeneral8,
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//SlotGeneral9,
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//SlotGeneral10,
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SlotCursor, // 30
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SlotCount
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};
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#define INVALID_INDEX -1
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#define NOT_USED 0
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#define NO_ITEM 0
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