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
+5 -5
View File
@@ -210,7 +210,7 @@ void Doors::HandleClick(Client* sender, uint8 trigger) {
uint32 player_has_key = 0;
uint32 player_key = 0;
const EQEmu::ItemInstance *lock_pick_item = sender->GetInv().GetItem(EQEmu::invslot::slotCursor);
const EQ::ItemInstance *lock_pick_item = sender->GetInv().GetItem(EQ::invslot::slotCursor);
player_has_key = static_cast<uint32>(sender->GetInv().HasItem(required_key_item, 1));
if (player_has_key != INVALID_INDEX) {
@@ -320,10 +320,10 @@ void Doors::HandleClick(Client* sender, uint8 trigger) {
* Try Lock pick
*/
else if (lock_pick_item != nullptr) {
if (sender->GetSkill(EQEmu::skills::SkillPickLock)) {
if (lock_pick_item->GetItem()->ItemType == EQEmu::item::ItemTypeLockPick) {
float player_pick_lock_skill = sender->GetSkill(EQEmu::skills::SkillPickLock);
sender->CheckIncreaseSkill(EQEmu::skills::SkillPickLock, nullptr, 1);
if (sender->GetSkill(EQ::skills::SkillPickLock)) {
if (lock_pick_item->GetItem()->ItemType == EQ::item::ItemTypeLockPick) {
float player_pick_lock_skill = sender->GetSkill(EQ::skills::SkillPickLock);
sender->CheckIncreaseSkill(EQ::skills::SkillPickLock, nullptr, 1);
LogSkills("Client has lockpicks: skill=[{}]", player_pick_lock_skill);