Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)

This commit is contained in:
KimLS
2020-05-17 18:36:06 -07:00
parent 06104b624a
commit 2fbd5aaccc
198 changed files with 6111 additions and 6111 deletions
+10 -10
View File
@@ -22,7 +22,7 @@
#include <string.h>
bool EQEmu::skills::IsTradeskill(SkillType skill)
bool EQ::skills::IsTradeskill(SkillType skill)
{
switch (skill) {
case SkillFishing:
@@ -43,7 +43,7 @@ bool EQEmu::skills::IsTradeskill(SkillType skill)
}
}
bool EQEmu::skills::IsSpecializedSkill(SkillType skill)
bool EQ::skills::IsSpecializedSkill(SkillType skill)
{
// this could be a simple if, but if this is more portable if any IDs change (probably won't)
// or any other specialized are added (also unlikely)
@@ -59,7 +59,7 @@ bool EQEmu::skills::IsSpecializedSkill(SkillType skill)
}
}
float EQEmu::skills::GetSkillMeleePushForce(SkillType skill)
float EQ::skills::GetSkillMeleePushForce(SkillType skill)
{
// This is the force/magnitude of the push from an attack of this skill type
// You can find these numbers in the clients skill struct
@@ -96,7 +96,7 @@ float EQEmu::skills::GetSkillMeleePushForce(SkillType skill)
}
}
bool EQEmu::skills::IsBardInstrumentSkill(SkillType skill)
bool EQ::skills::IsBardInstrumentSkill(SkillType skill)
{
switch (skill) {
case SkillBrassInstruments:
@@ -110,7 +110,7 @@ bool EQEmu::skills::IsBardInstrumentSkill(SkillType skill)
}
}
bool EQEmu::skills::IsCastingSkill(SkillType skill)
bool EQ::skills::IsCastingSkill(SkillType skill)
{
switch (skill) {
case SkillAbjuration:
@@ -124,7 +124,7 @@ bool EQEmu::skills::IsCastingSkill(SkillType skill)
}
}
int32 EQEmu::skills::GetBaseDamage(SkillType skill)
int32 EQ::skills::GetBaseDamage(SkillType skill)
{
switch (skill) {
case SkillBash:
@@ -148,7 +148,7 @@ int32 EQEmu::skills::GetBaseDamage(SkillType skill)
}
}
bool EQEmu::skills::IsMeleeDmg(SkillType skill)
bool EQ::skills::IsMeleeDmg(SkillType skill)
{
switch (skill) {
case Skill1HBlunt:
@@ -175,7 +175,7 @@ bool EQEmu::skills::IsMeleeDmg(SkillType skill)
}
}
const std::map<EQEmu::skills::SkillType, std::string>& EQEmu::skills::GetSkillTypeMap()
const std::map<EQ::skills::SkillType, std::string>& EQ::skills::GetSkillTypeMap()
{
/* VS2013 code
static const std::map<SkillUseTypes, std::string> skill_use_types_map = {
@@ -355,12 +355,12 @@ const std::map<EQEmu::skills::SkillType, std::string>& EQEmu::skills::GetSkillTy
return skill_type_map;
}
EQEmu::SkillProfile::SkillProfile()
EQ::SkillProfile::SkillProfile()
{
memset(&Skill, 0, (sizeof(uint32) * PACKET_SKILL_ARRAY_SIZE));
}
uint32 EQEmu::SkillProfile::GetSkill(int skill_id)
uint32 EQ::SkillProfile::GetSkill(int skill_id)
{
if (skill_id < 0 || skill_id >= PACKET_SKILL_ARRAY_SIZE)
return 0;