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
+11 -11
View File
@@ -95,7 +95,7 @@ class Raid;
class Spawn2;
class Aura;
namespace EQEmu
namespace EQ
{
struct ItemData;
}
@@ -115,9 +115,9 @@ public:
static NPC *SpawnGridNodeNPC(std::string name, const glm::vec4 &position, uint32 grid_id, uint32 grid_number, uint32 pause);
//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 false; }
@@ -149,7 +149,7 @@ public:
void LevelScale();
virtual void SetTarget(Mob* mob);
virtual uint16 GetSkill(EQEmu::skills::SkillType skill_num) const { if (skill_num <= EQEmu::skills::HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
virtual uint16 GetSkill(EQ::skills::SkillType skill_num) const { if (skill_num <= EQ::skills::HIGHEST_SKILL) { return skills[skill_num]; } return 0; }
void CalcItemBonuses(StatBonuses *newbon);
virtual void CalcBonuses();
@@ -168,7 +168,7 @@ public:
virtual void RangedAttack(Mob* other);
virtual void ThrowingAttack(Mob* other) { }
int32 GetNumberOfAttacks() const { return attack_count; }
void DoRangedAttackDmg(Mob* other, bool Launch = true, int16 damage_mod = 0, int16 chance_mod = 0, EQEmu::skills::SkillType skill = EQEmu::skills::SkillArchery, float speed = 4.0f, const char *IDFile = nullptr);
void DoRangedAttackDmg(Mob* other, bool Launch = true, int16 damage_mod = 0, int16 chance_mod = 0, EQ::skills::SkillType skill = EQ::skills::SkillArchery, float speed = 4.0f, const char *IDFile = nullptr);
bool DatabaseCastAccepted(int spell_id);
bool IsFactionListAlly(uint32 other_faction);
@@ -185,7 +185,7 @@ public:
virtual void SpellProcess();
virtual void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
void AddItem(const EQEmu::ItemData* item, uint16 charges, bool equipitem = true);
void AddItem(const EQ::ItemData* item, uint16 charges, bool equipitem = true);
void AddItem(uint32 itemid, uint16 charges, bool equipitem = true, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0);
void AddLootTable();
void AddLootTable(uint32 ldid);
@@ -290,7 +290,7 @@ public:
void PickPocket(Client* thief);
void Disarm(Client* client, int chance);
void StartSwarmTimer(uint32 duration) { swarm_timer.Start(duration); }
void AddLootDrop(const EQEmu::ItemData*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0);
void AddLootDrop(const EQ::ItemData*dbitem, ItemList* itemlistconst, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange = false, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0);
virtual void DoClassAttacks(Mob *target);
void CheckSignal();
inline bool IsNotTargetableWithHotkey() const { return no_target_hotkey; }
@@ -443,7 +443,7 @@ public:
uint32 GetSpawnKillCount();
int GetScore();
void mod_prespawn(Spawn2 *sp);
int mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemData* weapon, Mob* other);
int mod_npc_damage(int damage, EQ::skills::SkillType skillinuse, int hand, const EQ::ItemData* weapon, Mob* other);
void mod_npc_killed_merit(Mob* c);
void mod_npc_killed(Mob* oos);
void AISpellsList(Client *c);
@@ -587,9 +587,9 @@ protected:
uint32 roambox_delay;
uint32 roambox_min_delay;
uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1];
uint16 skills[EQ::skills::HIGHEST_SKILL + 1];
uint32 equipment[EQEmu::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
uint32 equipment[EQ::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
uint32 herosforgemodel; //this is the Hero Forge Armor Model (i.e 63 or 84 or 203)
uint16 d_melee_texture1;