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Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
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+5
-5
@@ -210,7 +210,7 @@ void Doors::HandleClick(Client* sender, uint8 trigger) {
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uint32 player_has_key = 0;
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uint32 player_key = 0;
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const EQEmu::ItemInstance *lock_pick_item = sender->GetInv().GetItem(EQEmu::invslot::slotCursor);
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const EQ::ItemInstance *lock_pick_item = sender->GetInv().GetItem(EQ::invslot::slotCursor);
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player_has_key = static_cast<uint32>(sender->GetInv().HasItem(required_key_item, 1));
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if (player_has_key != INVALID_INDEX) {
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@@ -320,10 +320,10 @@ void Doors::HandleClick(Client* sender, uint8 trigger) {
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* Try Lock pick
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*/
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else if (lock_pick_item != nullptr) {
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if (sender->GetSkill(EQEmu::skills::SkillPickLock)) {
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if (lock_pick_item->GetItem()->ItemType == EQEmu::item::ItemTypeLockPick) {
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float player_pick_lock_skill = sender->GetSkill(EQEmu::skills::SkillPickLock);
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sender->CheckIncreaseSkill(EQEmu::skills::SkillPickLock, nullptr, 1);
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if (sender->GetSkill(EQ::skills::SkillPickLock)) {
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if (lock_pick_item->GetItem()->ItemType == EQ::item::ItemTypeLockPick) {
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float player_pick_lock_skill = sender->GetSkill(EQ::skills::SkillPickLock);
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sender->CheckIncreaseSkill(EQ::skills::SkillPickLock, nullptr, 1);
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LogSkills("Client has lockpicks: skill=[{}]", player_pick_lock_skill);
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