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
+15 -15
View File
@@ -12,7 +12,7 @@ struct MercTemplate;
struct NPCType;
struct NewSpawn_Struct;
namespace EQEmu
namespace EQ
{
struct ItemData;
}
@@ -52,9 +52,9 @@ public:
virtual ~Merc();
//abstract virtual function implementations requird by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
virtual bool Attack(Mob* other, int Hand = EQEmu::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
virtual bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr);
virtual bool HasRaid() { return false; }
virtual bool HasGroup() { return (GetGroup() ? true : false); }
@@ -163,16 +163,16 @@ public:
uint8 GetTierID() { return _TierID; }
uint32 GetCostFormula() { return _CostFormula; }
uint32 GetMercNameType() { return _NameType; }
EQEmu::constants::StanceType GetStance() { return _currentStance; }
EQ::constants::StanceType GetStance() { return _currentStance; }
int GetHatedCount() { return _hatedCount; }
inline const uint8 GetClientVersion() const { return _OwnerClientVersion; }
virtual void SetTarget(Mob* mob);
bool HasSkill(EQEmu::skills::SkillType skill_id) const;
bool CanHaveSkill(EQEmu::skills::SkillType skill_id) const;
uint16 MaxSkill(EQEmu::skills::SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(EQEmu::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
bool HasSkill(EQ::skills::SkillType skill_id) const;
bool CanHaveSkill(EQ::skills::SkillType skill_id) const;
uint16 MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const;
inline uint16 MaxSkill(EQ::skills::SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
virtual void DoClassAttacks(Mob *target);
void CheckHateList();
bool CheckTaunt();
@@ -253,7 +253,7 @@ public:
void SetMercNameType( uint8 nametype ) { _NameType = nametype; }
void SetClientVersion(uint8 clientVersion) { _OwnerClientVersion = clientVersion; }
void SetSuspended(bool suspended) { _suspended = suspended; }
void SetStance( EQEmu::constants::StanceType stance ) { _currentStance = stance; }
void SetStance( EQ::constants::StanceType stance ) { _currentStance = stance; }
void SetHatedCount( int count ) { _hatedCount = count; }
void Sit();
@@ -270,7 +270,7 @@ public:
protected:
void CalcItemBonuses(StatBonuses* newbon);
void AddItemBonuses(const EQEmu::ItemData *item, StatBonuses* newbon);
void AddItemBonuses(const EQ::ItemData *item, StatBonuses* newbon);
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
int16 GetFocusEffect(focusType type, uint16 spell_id);
@@ -280,8 +280,8 @@ protected:
Timer evade_timer; // can be moved to pTimers at some point
uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1];
uint32 equipment[EQEmu::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
uint16 skills[EQ::skills::HIGHEST_SKILL + 1];
uint32 equipment[EQ::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
uint16 d_melee_texture1; //this is an item Material value
uint16 d_melee_texture2; //this is an item Material value (offhand)
uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
@@ -373,9 +373,9 @@ private:
uint8 _CostFormula;
uint8 _NameType;
uint8 _OwnerClientVersion;
EQEmu::constants::StanceType _currentStance;
EQ::constants::StanceType _currentStance;
EQEmu::InventoryProfile m_inv;
EQ::InventoryProfile m_inv;
int32 max_end;
int32 cur_end;
bool _medding;