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
+8 -8
View File
@@ -385,12 +385,12 @@ void Mob::MakePoweredPet(uint16 spell_id, const char* pettype, int16 petpower,
// the base items for the pet. These are always loaded
// so that a rank 1 suspend minion does not kill things
// like the special back items some focused pets may receive.
uint32 petinv[EQEmu::invslot::EQUIPMENT_COUNT];
uint32 petinv[EQ::invslot::EQUIPMENT_COUNT];
memset(petinv, 0, sizeof(petinv));
const EQEmu::ItemData *item = nullptr;
const EQ::ItemData *item = nullptr;
if (database.GetBasePetItems(record.equipmentset, petinv)) {
for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; i <= EQEmu::invslot::EQUIPMENT_END; i++)
for (int i = EQ::invslot::EQUIPMENT_BEGIN; i <= EQ::invslot::EQUIPMENT_END; i++)
if (petinv[i]) {
item = database.GetItem(petinv[i]);
npc->AddLootDrop(item, &npc->itemlist, 0, 1, 127, true, true);
@@ -524,10 +524,10 @@ void NPC::GetPetState(SpellBuff_Struct *pet_buffs, uint32 *items, char *name) {
strn0cpy(name, GetName(), 64);
//save their items, we only care about what they are actually wearing
memcpy(items, equipment, sizeof(uint32) * EQEmu::invslot::EQUIPMENT_COUNT);
memcpy(items, equipment, sizeof(uint32) * EQ::invslot::EQUIPMENT_COUNT);
//save their buffs.
for (int i=EQEmu::invslot::EQUIPMENT_BEGIN; i < GetPetMaxTotalSlots(); i++) {
for (int i=EQ::invslot::EQUIPMENT_BEGIN; i < GetPetMaxTotalSlots(); i++) {
if (buffs[i].spellid != SPELL_UNKNOWN) {
pet_buffs[i].spellid = buffs[i].spellid;
pet_buffs[i].effect_type = i+1;
@@ -612,11 +612,11 @@ void NPC::SetPetState(SpellBuff_Struct *pet_buffs, uint32 *items) {
}
//restore their equipment...
for (i = EQEmu::invslot::EQUIPMENT_BEGIN; i <= EQEmu::invslot::EQUIPMENT_END; i++) {
for (i = EQ::invslot::EQUIPMENT_BEGIN; i <= EQ::invslot::EQUIPMENT_END; i++) {
if(items[i] == 0)
continue;
const EQEmu::ItemData* item2 = database.GetItem(items[i]);
const EQ::ItemData* item2 = database.GetItem(items[i]);
if (item2) {
bool noDrop=(item2->NoDrop == 0); // Field is reverse logic
@@ -679,7 +679,7 @@ bool ZoneDatabase::GetBasePetItems(int32 equipmentset, uint32 *items) {
{
slot = atoi(row[0]);
if (slot > EQEmu::invslot::EQUIPMENT_END)
if (slot > EQ::invslot::EQUIPMENT_END)
continue;
if (items[slot] == 0)