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
+50 -50
View File
@@ -52,47 +52,47 @@ void Mob::SetMobTextureProfile(uint8 material_slot, uint16 texture, uint32 color
);
switch (material_slot) {
case EQEmu::textures::armorHead:
case EQ::textures::armorHead:
mob_texture_profile.Head.Material = texture;
mob_texture_profile.Head.HerosForgeModel = hero_forge_model;
mob_texture_profile.Head.Color = color;
break;
case EQEmu::textures::armorChest:
case EQ::textures::armorChest:
mob_texture_profile.Chest.Material = texture;
mob_texture_profile.Chest.HerosForgeModel = hero_forge_model;
mob_texture_profile.Chest.Color = color;
break;
case EQEmu::textures::armorArms:
case EQ::textures::armorArms:
mob_texture_profile.Arms.Material = texture;
mob_texture_profile.Arms.HerosForgeModel = hero_forge_model;
mob_texture_profile.Arms.Color = color;
break;
case EQEmu::textures::armorWrist:
case EQ::textures::armorWrist:
mob_texture_profile.Wrist.Material = texture;
mob_texture_profile.Wrist.HerosForgeModel = hero_forge_model;
mob_texture_profile.Wrist.Color = color;
break;
case EQEmu::textures::armorHands:
case EQ::textures::armorHands:
mob_texture_profile.Hands.Material = texture;
mob_texture_profile.Hands.HerosForgeModel = hero_forge_model;
mob_texture_profile.Hands.Color = color;
break;
case EQEmu::textures::armorLegs:
case EQ::textures::armorLegs:
mob_texture_profile.Legs.Material = texture;
mob_texture_profile.Legs.HerosForgeModel = hero_forge_model;
mob_texture_profile.Legs.Color = color;
break;
case EQEmu::textures::armorFeet:
case EQ::textures::armorFeet:
mob_texture_profile.Feet.Material = texture;
mob_texture_profile.Feet.HerosForgeModel = hero_forge_model;
mob_texture_profile.Feet.Color = color;
break;
case EQEmu::textures::weaponPrimary:
case EQ::textures::weaponPrimary:
mob_texture_profile.Primary.Material = texture;
mob_texture_profile.Primary.HerosForgeModel = hero_forge_model;
mob_texture_profile.Primary.Color = color;
break;
case EQEmu::textures::weaponSecondary:
case EQ::textures::weaponSecondary:
mob_texture_profile.Secondary.Material = texture;
mob_texture_profile.Secondary.HerosForgeModel = hero_forge_model;
mob_texture_profile.Secondary.Color = color;
@@ -111,23 +111,23 @@ void Mob::SetMobTextureProfile(uint8 material_slot, uint16 texture, uint32 color
int32 Mob::GetTextureProfileMaterial(uint8 material_slot) const
{
switch (material_slot) {
case EQEmu::textures::armorHead:
case EQ::textures::armorHead:
return mob_texture_profile.Head.Material;
case EQEmu::textures::armorChest:
case EQ::textures::armorChest:
return mob_texture_profile.Chest.Material;
case EQEmu::textures::armorArms:
case EQ::textures::armorArms:
return mob_texture_profile.Arms.Material;
case EQEmu::textures::armorWrist:
case EQ::textures::armorWrist:
return mob_texture_profile.Wrist.Material;
case EQEmu::textures::armorHands:
case EQ::textures::armorHands:
return mob_texture_profile.Hands.Material;
case EQEmu::textures::armorLegs:
case EQ::textures::armorLegs:
return mob_texture_profile.Legs.Material;
case EQEmu::textures::armorFeet:
case EQ::textures::armorFeet:
return mob_texture_profile.Feet.Material;
case EQEmu::textures::weaponPrimary:
case EQ::textures::weaponPrimary:
return mob_texture_profile.Primary.Material;
case EQEmu::textures::weaponSecondary:
case EQ::textures::weaponSecondary:
return mob_texture_profile.Secondary.Material;
default:
return 0;
@@ -143,23 +143,23 @@ int32 Mob::GetTextureProfileMaterial(uint8 material_slot) const
int32 Mob::GetTextureProfileColor(uint8 material_slot) const
{
switch (material_slot) {
case EQEmu::textures::armorHead:
case EQ::textures::armorHead:
return mob_texture_profile.Head.Color;
case EQEmu::textures::armorChest:
case EQ::textures::armorChest:
return mob_texture_profile.Chest.Color;
case EQEmu::textures::armorArms:
case EQ::textures::armorArms:
return mob_texture_profile.Arms.Color;
case EQEmu::textures::armorWrist:
case EQ::textures::armorWrist:
return mob_texture_profile.Wrist.Color;
case EQEmu::textures::armorHands:
case EQ::textures::armorHands:
return mob_texture_profile.Hands.Color;
case EQEmu::textures::armorLegs:
case EQ::textures::armorLegs:
return mob_texture_profile.Legs.Color;
case EQEmu::textures::armorFeet:
case EQ::textures::armorFeet:
return mob_texture_profile.Feet.Color;
case EQEmu::textures::weaponPrimary:
case EQ::textures::weaponPrimary:
return mob_texture_profile.Primary.Color;
case EQEmu::textures::weaponSecondary:
case EQ::textures::weaponSecondary:
return mob_texture_profile.Secondary.Color;
default:
return 0;
@@ -175,23 +175,23 @@ int32 Mob::GetTextureProfileColor(uint8 material_slot) const
int32 Mob::GetTextureProfileHeroForgeModel(uint8 material_slot) const
{
switch (material_slot) {
case EQEmu::textures::armorHead:
case EQ::textures::armorHead:
return mob_texture_profile.Head.HerosForgeModel;
case EQEmu::textures::armorChest:
case EQ::textures::armorChest:
return mob_texture_profile.Chest.HerosForgeModel;
case EQEmu::textures::armorArms:
case EQ::textures::armorArms:
return mob_texture_profile.Arms.HerosForgeModel;
case EQEmu::textures::armorWrist:
case EQ::textures::armorWrist:
return mob_texture_profile.Wrist.HerosForgeModel;
case EQEmu::textures::armorHands:
case EQ::textures::armorHands:
return mob_texture_profile.Hands.HerosForgeModel;
case EQEmu::textures::armorLegs:
case EQ::textures::armorLegs:
return mob_texture_profile.Legs.HerosForgeModel;
case EQEmu::textures::armorFeet:
case EQ::textures::armorFeet:
return mob_texture_profile.Feet.HerosForgeModel;
case EQEmu::textures::weaponPrimary:
case EQ::textures::weaponPrimary:
return mob_texture_profile.Primary.HerosForgeModel;
case EQEmu::textures::weaponSecondary:
case EQ::textures::weaponSecondary:
return mob_texture_profile.Secondary.HerosForgeModel;
default:
return 0;
@@ -230,18 +230,18 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
* Handle primary / secondary texture
*/
bool is_primary_or_secondary_weapon =
material_slot == EQEmu::textures::weaponPrimary ||
material_slot == EQEmu::textures::weaponSecondary;
material_slot == EQ::textures::weaponPrimary ||
material_slot == EQ::textures::weaponSecondary;
if (is_primary_or_secondary_weapon) {
if (this->IsClient()) {
int16 inventory_slot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
int16 inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
if (inventory_slot == INVALID_INDEX) {
return 0;
}
const EQEmu::ItemInstance *item_instance = CastToClient()->m_inv[inventory_slot];
const EQ::ItemInstance *item_instance = CastToClient()->m_inv[inventory_slot];
if (item_instance) {
if (item_instance->GetOrnamentationAug(ornamentation_augment_type)) {
item = item_instance->GetOrnamentationAug(ornamentation_augment_type)->GetItem();
@@ -273,7 +273,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
*/
uint32 Mob::GetEquipmentColor(uint8 material_slot) const
{
const EQEmu::ItemData *item = nullptr;
const EQ::ItemData *item = nullptr;
if (armor_tint.Slot[material_slot].Color) {
return armor_tint.Slot[material_slot].Color;
@@ -294,15 +294,15 @@ uint32 Mob::GetEquipmentColor(uint8 material_slot) const
int32 Mob::GetHerosForgeModel(uint8 material_slot) const
{
uint32 hero_model = 0;
if (material_slot >= 0 && material_slot < EQEmu::textures::weaponPrimary) {
if (material_slot >= 0 && material_slot < EQ::textures::weaponPrimary) {
uint32 ornamentation_aug_type = RuleI(Character, OrnamentationAugmentType);
const EQEmu::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
int16 invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
const EQ::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
int16 invslot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
if (item != nullptr && invslot != INVALID_INDEX) {
if (IsClient()) {
const EQEmu::ItemInstance *inst = CastToClient()->m_inv[invslot];
const EQ::ItemInstance *inst = CastToClient()->m_inv[invslot];
if (inst) {
if (inst->GetOrnamentationAug(ornamentation_aug_type)) {
item = inst->GetOrnamentationAug(ornamentation_aug_type)->GetItem();
@@ -352,7 +352,7 @@ uint32 NPC::GetEquippedItemFromTextureSlot(uint8 material_slot) const
return 0;
}
int16 inventory_slot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
int16 inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
if (inventory_slot == INVALID_INDEX) {
return 0;
}
@@ -383,8 +383,8 @@ void Mob::SendArmorAppearance(Client *one_client)
if (IsPlayerRace(race)) {
if (!IsClient()) {
for (uint8 i = 0; i <= EQEmu::textures::materialCount; ++i) {
const EQEmu::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(i));
for (uint8 i = 0; i <= EQ::textures::materialCount; ++i) {
const EQ::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(i));
if (item != nullptr) {
SendWearChange(i, one_client);
}
@@ -392,7 +392,7 @@ void Mob::SendArmorAppearance(Client *one_client)
}
}
for (uint8 i = 0; i <= EQEmu::textures::materialCount; ++i) {
for (uint8 i = 0; i <= EQ::textures::materialCount; ++i) {
if (GetTextureProfileMaterial(i)) {
SendWearChange(i, one_client);
}
@@ -419,7 +419,7 @@ void Mob::SendWearChange(uint8 material_slot, Client *one_client)
#ifdef BOTS
if (IsBot()) {
auto item_inst = CastToBot()->GetBotItem(EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot));
auto item_inst = CastToBot()->GetBotItem(EQ::InventoryProfile::CalcSlotFromMaterial(material_slot));
if (item_inst)
wear_change->color.Color = item_inst->GetColor();
else