mirror of
https://github.com/EQEmu/Server.git
synced 2026-08-29 00:18:18 +00:00
Delinked current inventory slot enumeration and constants from EQEmu::constants and global definition
This commit is contained in:
+73
-73
@@ -2732,7 +2732,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
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if (item && (item->ItemClass==ItemClassCommon))
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{
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != MaterialInvalid)
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if (matslot != EQEmu::legacy::MaterialInvalid)
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{
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m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
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}
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@@ -3074,7 +3074,7 @@ void Client::SetTint(int16 in_slot, uint32 color) {
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void Client::SetTint(int16 in_slot, Color_Struct& color) {
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != MaterialInvalid)
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if (matslot != EQEmu::legacy::MaterialInvalid)
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{
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m_pp.item_tint[matslot].Color = color.Color;
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
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@@ -3151,58 +3151,58 @@ void Client::LinkDead()
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uint8 Client::SlotConvert(uint8 slot,bool bracer){
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uint8 slot2 = 0; // why are we returning MainCharm instead of INVALID_INDEX? (must be a pre-charm segment...)
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if(bracer)
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return SlotWrist2;
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switch(slot){
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case MaterialHead:
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slot2 = SlotHead;
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break;
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case MaterialChest:
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slot2 = SlotChest;
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break;
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case MaterialArms:
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slot2 = SlotArms;
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break;
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case MaterialWrist:
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slot2 = SlotWrist1;
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break;
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case MaterialHands:
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slot2 = SlotHands;
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break;
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case MaterialLegs:
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slot2 = SlotLegs;
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break;
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case MaterialFeet:
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slot2 = SlotFeet;
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break;
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}
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return EQEmu::legacy::SlotWrist2;
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switch(slot) {
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case EQEmu::legacy::MaterialHead:
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slot2 = EQEmu::legacy::SlotHead;
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break;
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case EQEmu::legacy::MaterialChest:
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slot2 = EQEmu::legacy::SlotChest;
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break;
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case EQEmu::legacy::MaterialArms:
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slot2 = EQEmu::legacy::SlotArms;
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break;
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case EQEmu::legacy::MaterialWrist:
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slot2 = EQEmu::legacy::SlotWrist1;
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break;
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case EQEmu::legacy::MaterialHands:
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slot2 = EQEmu::legacy::SlotHands;
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break;
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case EQEmu::legacy::MaterialLegs:
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slot2 = EQEmu::legacy::SlotLegs;
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break;
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case EQEmu::legacy::MaterialFeet:
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slot2 = EQEmu::legacy::SlotFeet;
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break;
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}
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return slot2;
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}
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uint8 Client::SlotConvert2(uint8 slot){
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uint8 slot2 = 0; // same as above...
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switch(slot){
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case SlotHead:
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slot2 = MaterialHead;
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break;
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case SlotChest:
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slot2 = MaterialChest;
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break;
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case SlotArms:
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slot2 = MaterialArms;
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break;
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case SlotWrist1:
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slot2 = MaterialWrist;
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break;
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case SlotHands:
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slot2 = MaterialHands;
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break;
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case SlotLegs:
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slot2 = MaterialLegs;
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break;
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case SlotFeet:
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slot2 = MaterialFeet;
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break;
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}
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case EQEmu::legacy::SlotHead:
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slot2 = EQEmu::legacy::MaterialHead;
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break;
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case EQEmu::legacy::SlotChest:
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slot2 = EQEmu::legacy::MaterialChest;
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break;
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case EQEmu::legacy::SlotArms:
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slot2 = EQEmu::legacy::MaterialArms;
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break;
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case EQEmu::legacy::SlotWrist1:
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slot2 = EQEmu::legacy::MaterialWrist;
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break;
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case EQEmu::legacy::SlotHands:
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slot2 = EQEmu::legacy::MaterialHands;
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break;
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case EQEmu::legacy::SlotLegs:
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slot2 = EQEmu::legacy::MaterialLegs;
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break;
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case EQEmu::legacy::SlotFeet:
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slot2 = EQEmu::legacy::MaterialFeet;
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break;
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}
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return slot2;
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}
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@@ -4204,14 +4204,14 @@ bool Client::GroupFollow(Client* inviter) {
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uint16 Client::GetPrimarySkillValue()
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{
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SkillUseTypes skill = HIGHEST_SKILL; //because nullptr == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
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bool equiped = m_inv.GetItem(SlotPrimary);
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bool equiped = m_inv.GetItem(EQEmu::legacy::SlotPrimary);
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if (!equiped)
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skill = SkillHandtoHand;
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else {
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uint8 type = m_inv.GetItem(SlotPrimary)->GetItem()->ItemType; //is this the best way to do this?
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uint8 type = m_inv.GetItem(EQEmu::legacy::SlotPrimary)->GetItem()->ItemType; //is this the best way to do this?
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switch (type)
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{
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@@ -5392,7 +5392,7 @@ bool Client::TryReward(uint32 claim_id)
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// save
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uint32 free_slot = 0xFFFFFFFF;
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for (int i = EQEmu::constants::GENERAL_BEGIN; i <= EQEmu::constants::GENERAL_END; ++i) {
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for (int i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::GENERAL_END; ++i) {
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ItemInst *item = GetInv().GetItem(i);
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if (!item) {
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free_slot = i;
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@@ -5738,7 +5738,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
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}
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}
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inst = requestee->GetInv().GetItem(SlotPowerSource);
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inst = requestee->GetInv().GetItem(EQEmu::legacy::SlotPowerSource);
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if(inst) {
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item = inst->GetItem();
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@@ -5752,7 +5752,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
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insr->itemicons[SoF::inventory::SlotPowerSource] = 0xFFFFFFFF;
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}
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inst = requestee->GetInv().GetItem(SlotAmmo);
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inst = requestee->GetInv().GetItem(EQEmu::legacy::SlotAmmo);
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if(inst) {
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item = inst->GetItem();
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@@ -6293,8 +6293,8 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->Corrup = GetCorrup();
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made_npc->PhR = GetPhR();
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// looks
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made_npc->texture = GetEquipmentMaterial(MaterialChest);
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made_npc->helmtexture = GetEquipmentMaterial(MaterialHead);
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made_npc->texture = GetEquipmentMaterial(EQEmu::legacy::MaterialChest);
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made_npc->helmtexture = GetEquipmentMaterial(EQEmu::legacy::MaterialHead);
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made_npc->haircolor = GetHairColor();
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made_npc->beardcolor = GetBeardColor();
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made_npc->eyecolor1 = GetEyeColor1();
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@@ -6305,9 +6305,9 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->drakkin_heritage = GetDrakkinHeritage();
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made_npc->drakkin_tattoo = GetDrakkinTattoo();
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made_npc->drakkin_details = GetDrakkinDetails();
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made_npc->d_melee_texture1 = GetEquipmentMaterial(MaterialPrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(MaterialSecondary);
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for (int i = EQEmu::constants::MATERIAL_BEGIN; i <= EQEmu::constants::MATERIAL_END; i++) {
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made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::legacy::MaterialPrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::legacy::MaterialSecondary);
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for (int i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_END; i++) {
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made_npc->armor_tint[i] = GetEquipmentColor(i);
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}
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made_npc->loottable_id = 0;
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@@ -7583,7 +7583,7 @@ void Client::GarbleMessage(char *message, uint8 variance)
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for (size_t i = 0; i < strlen(message); i++) {
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// Client expects hex values inside of a text link body
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if (message[i] == delimiter) {
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if (!(delimiter_count & 1)) { i += EQEmu::constants::TEXT_LINK_BODY_LENGTH; }
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if (!(delimiter_count & 1)) { i += EQEmu::legacy::TEXT_LINK_BODY_LENGTH; }
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++delimiter_count;
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continue;
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}
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@@ -8008,17 +8008,17 @@ void Client::TickItemCheck()
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if(zone->tick_items.empty()) { return; }
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//Scan equip slots for items
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for (i = EQEmu::constants::EQUIPMENT_BEGIN; i <= EQEmu::constants::EQUIPMENT_END; i++)
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for (i = EQEmu::legacy::EQUIPMENT_BEGIN; i <= EQEmu::legacy::EQUIPMENT_END; i++)
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{
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TryItemTick(i);
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}
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//Scan main inventory + cursor
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for (i = EQEmu::constants::GENERAL_BEGIN; i <= SlotCursor; i++)
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for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::SlotCursor; i++)
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{
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TryItemTick(i);
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}
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//Scan bags
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for (i = EQEmu::constants::GENERAL_BAGS_BEGIN; i <= EQEmu::constants::CURSOR_BAG_END; i++)
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for (i = EQEmu::legacy::GENERAL_BAGS_BEGIN; i <= EQEmu::legacy::CURSOR_BAG_END; i++)
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{
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TryItemTick(i);
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}
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@@ -8034,7 +8034,7 @@ void Client::TryItemTick(int slot)
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if(zone->tick_items.count(iid) > 0)
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{
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if (GetLevel() >= zone->tick_items[iid].level && zone->random.Int(0, 100) >= (100 - zone->tick_items[iid].chance) && (zone->tick_items[iid].bagslot || slot <= EQEmu::constants::EQUIPMENT_END))
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if (GetLevel() >= zone->tick_items[iid].level && zone->random.Int(0, 100) >= (100 - zone->tick_items[iid].chance) && (zone->tick_items[iid].bagslot || slot <= EQEmu::legacy::EQUIPMENT_END))
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{
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ItemInst* e_inst = (ItemInst*)inst;
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parse->EventItem(EVENT_ITEM_TICK, this, e_inst, nullptr, "", slot);
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@@ -8042,9 +8042,9 @@ void Client::TryItemTick(int slot)
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}
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//Only look at augs in main inventory
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if (slot > EQEmu::constants::EQUIPMENT_END) { return; }
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if (slot > EQEmu::legacy::EQUIPMENT_END) { return; }
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for (int x = AUG_INDEX_BEGIN; x < EQEmu::constants::ITEM_COMMON_SIZE; ++x)
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for (int x = AUG_INDEX_BEGIN; x < EQEmu::legacy::ITEM_COMMON_SIZE; ++x)
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{
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ItemInst * a_inst = inst->GetAugment(x);
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if(!a_inst) { continue; }
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@@ -8065,17 +8065,17 @@ void Client::TryItemTick(int slot)
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void Client::ItemTimerCheck()
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{
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int i;
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for (i = EQEmu::constants::EQUIPMENT_BEGIN; i <= EQEmu::constants::EQUIPMENT_END; i++)
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for (i = EQEmu::legacy::EQUIPMENT_BEGIN; i <= EQEmu::legacy::EQUIPMENT_END; i++)
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{
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TryItemTimer(i);
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}
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for (i = EQEmu::constants::GENERAL_BEGIN; i <= SlotCursor; i++)
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for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::SlotCursor; i++)
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{
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TryItemTimer(i);
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}
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for (i = EQEmu::constants::GENERAL_BAGS_BEGIN; i <= EQEmu::constants::CURSOR_BAG_END; i++)
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for (i = EQEmu::legacy::GENERAL_BAGS_BEGIN; i <= EQEmu::legacy::CURSOR_BAG_END; i++)
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{
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TryItemTimer(i);
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}
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@@ -8097,11 +8097,11 @@ void Client::TryItemTimer(int slot)
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++it_iter;
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}
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if (slot > EQEmu::constants::EQUIPMENT_END) {
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if (slot > EQEmu::legacy::EQUIPMENT_END) {
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return;
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}
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for (int x = AUG_INDEX_BEGIN; x < EQEmu::constants::ITEM_COMMON_SIZE; ++x)
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for (int x = AUG_INDEX_BEGIN; x < EQEmu::legacy::ITEM_COMMON_SIZE; ++x)
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{
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ItemInst * a_inst = inst->GetAugment(x);
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if(!a_inst) {
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@@ -8389,12 +8389,12 @@ void Client::ShowNumHits()
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int Client::GetQuiverHaste(int delay)
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{
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const ItemInst *pi = nullptr;
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for (int r = EQEmu::constants::GENERAL_BEGIN; r <= EQEmu::constants::GENERAL_END; r++) {
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for (int r = EQEmu::legacy::GENERAL_BEGIN; r <= EQEmu::legacy::GENERAL_END; r++) {
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pi = GetInv().GetItem(r);
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if (pi && pi->IsType(ItemClassContainer) && pi->GetItem()->BagType == BagTypeQuiver &&
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pi->GetItem()->BagWR > 0)
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break;
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if (r == EQEmu::constants::GENERAL_END)
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if (r == EQEmu::legacy::GENERAL_END)
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// we will get here if we don't find a valid quiver
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return 0;
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}
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@@ -8435,7 +8435,7 @@ void Client::QuestReward(Mob* target, uint32 copper, uint32 silver, uint32 gold,
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AddMoneyToPP(copper, silver, gold, platinum, false);
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if (itemid > 0)
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SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, SlotPowerSource);
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SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, EQEmu::legacy::SlotPowerSource);
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if (faction)
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{
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