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Reworked EQDictionary into namespace EQEmu
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+3
-3
@@ -179,7 +179,7 @@ Mob::Mob(const char* in_name,
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runspeed = 1.25f;
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m_Light.Type.Innate = in_light;
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m_Light.Level.Innate = m_Light.TypeToLevel(m_Light.Type.Innate);
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m_Light.Level.Innate = EQEmu::LightSource::TypeToLevel(m_Light.Type.Innate);
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m_Light.Level.Equipment = m_Light.Type.Equipment = 0;
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m_Light.Level.Spell = m_Light.Type.Spell = 0;
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m_Light.Type.Active = m_Light.Type.Innate;
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@@ -2232,11 +2232,11 @@ bool Mob::UpdateActiveLight()
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m_Light.Type.Active = 0;
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m_Light.Level.Active = 0;
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if (m_Light.IsLevelGreater((m_Light.Type.Innate & 0x0F), m_Light.Type.Active)) { m_Light.Type.Active = m_Light.Type.Innate; }
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if (EQEmu::LightSource::IsLevelGreater((m_Light.Type.Innate & 0x0F), m_Light.Type.Active)) { m_Light.Type.Active = m_Light.Type.Innate; }
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if (m_Light.Level.Equipment > m_Light.Level.Active) { m_Light.Type.Active = m_Light.Type.Equipment; } // limiter in property handler
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if (m_Light.Level.Spell > m_Light.Level.Active) { m_Light.Type.Active = m_Light.Type.Spell; } // limiter in property handler
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m_Light.Level.Active = m_Light.TypeToLevel(m_Light.Type.Active);
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m_Light.Level.Active = EQEmu::LightSource::TypeToLevel(m_Light.Type.Active);
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return (m_Light.Level.Active != old_light_level);
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}
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