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https://github.com/EQEmu/Server.git
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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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+7
-7
@@ -262,12 +262,12 @@ bool Zone::LoadZoneObjects()
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data.tilt_y = atof(row[18]);
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data.unknown084 = 0;
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EQEmu::ItemInstance *inst = nullptr;
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EQ::ItemInstance *inst = nullptr;
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// FatherNitwit: this dosent seem to work...
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// tradeskill containers do not have an itemid of 0... at least what I am seeing
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if (itemid == 0) {
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// Generic tradeskill container
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inst = new EQEmu::ItemInstance(ItemInstWorldContainer);
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inst = new EQ::ItemInstance(ItemInstWorldContainer);
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} else {
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// Groundspawn object
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inst = database.CreateItem(itemid);
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@@ -275,11 +275,11 @@ bool Zone::LoadZoneObjects()
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// Father Nitwit's fix... not perfect...
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if (inst == nullptr && type != OT_DROPPEDITEM) {
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inst = new EQEmu::ItemInstance(ItemInstWorldContainer);
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inst = new EQ::ItemInstance(ItemInstWorldContainer);
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}
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// Load child objects if container
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if (inst && inst->IsType(EQEmu::item::ItemClassBag)) {
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if (inst && inst->IsType(EQ::item::ItemClassBag)) {
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database.LoadWorldContainer(id, inst);
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}
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@@ -308,7 +308,7 @@ bool Zone::LoadGroundSpawns() {
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uint32 gsnumber=0;
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for(gsindex=0;gsindex<50;gsindex++){
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if(groundspawn.spawn[gsindex].item>0 && groundspawn.spawn[gsindex].item<SAYLINK_ITEM_ID){
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EQEmu::ItemInstance* inst = nullptr;
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EQ::ItemInstance* inst = nullptr;
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inst = database.CreateItem(groundspawn.spawn[gsindex].item);
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gsnumber=groundspawn.spawn[gsindex].max_allowed;
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ix=0;
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@@ -1288,7 +1288,7 @@ bool Zone::Process() {
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LinkedListIterator<Spawn2 *> iterator(spawn2_list);
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EQEmu::InventoryProfile::CleanDirty();
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EQ::InventoryProfile::CleanDirty();
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LogSpawns("Running Zone::Process -> Spawn2::Process");
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@@ -2512,7 +2512,7 @@ void Zone::CalculateNpcUpdateDistanceSpread()
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int x_spread = int(abs(max_x - min_x));
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int y_spread = int(abs(max_y - min_y));
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int combined_spread = int(abs((x_spread + y_spread) / 2));
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int update_distance = EQEmu::ClampLower(int(combined_spread / 4), int(zone->GetMaxMovementUpdateRange()));
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int update_distance = EQ::ClampLower(int(combined_spread / 4), int(zone->GetMaxMovementUpdateRange()));
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SetNpcPositionUpdateDistance(update_distance);
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