mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Moved struct Item_Struct into namespace EQEmu
This commit is contained in:
+46
-45
@@ -152,14 +152,14 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
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AddItemBonuses(inst, newbon, false, false, 0, (i == EQEmu::legacy::SlotAmmo));
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//These are given special flags due to how often they are checked for various spell effects.
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const Item_Struct *item = inst->GetItem();
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if (i == EQEmu::legacy::SlotSecondary && (item && item->ItemType == ItemTypeShield))
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const EQEmu::Item_Struct *item = inst->GetItem();
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if (i == EQEmu::legacy::SlotSecondary && (item && item->ItemType == EQEmu::item::ItemTypeShield))
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SetShieldEquiped(true);
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else if (i == EQEmu::legacy::SlotPrimary && (item && item->ItemType == ItemType2HBlunt)) {
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else if (i == EQEmu::legacy::SlotPrimary && (item && item->ItemType == EQEmu::item::ItemType2HBlunt)) {
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SetTwoHandBluntEquiped(true);
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SetTwoHanderEquipped(true);
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}
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else if (i == EQEmu::legacy::SlotPrimary && (item && (item->ItemType == ItemType2HSlash || item->ItemType == ItemType2HPiercing)))
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else if (i == EQEmu::legacy::SlotPrimary && (item && (item->ItemType == EQEmu::item::ItemType2HSlash || item->ItemType == EQEmu::item::ItemType2HPiercing)))
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SetTwoHanderEquipped(true);
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}
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@@ -180,7 +180,7 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
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}
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//Optional ability to have worn effects calculate as an addititive bonus instead of highest value
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if (RuleI(Spells, AdditiveBonusWornType) && RuleI(Spells, AdditiveBonusWornType) != ET_WornEffect){
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if (RuleI(Spells, AdditiveBonusWornType) && RuleI(Spells, AdditiveBonusWornType) != EQEmu::item::ItemEffectWorn){
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for (i = EQEmu::legacy::SlotCharm; i < EQEmu::legacy::SlotAmmo; i++) {
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const ItemInst* inst = m_inv[i];
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if(inst == 0)
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@@ -210,7 +210,7 @@ void Client::ProcessItemCaps()
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void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
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{
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if (!inst || !inst->IsType(ItemClassCommon)) {
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if (!inst || !inst->IsClassCommon()) {
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return;
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}
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@@ -218,10 +218,10 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
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return;
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}
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const Item_Struct *item = inst->GetItem();
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const EQEmu::Item_Struct *item = inst->GetItem();
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if (!isTribute && !inst->IsEquipable(GetBaseRace(), GetClass())) {
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if (item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink)
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if (item->ItemType != EQEmu::item::ItemTypeFood && item->ItemType != EQEmu::item::ItemTypeDrink)
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return;
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}
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@@ -430,11 +430,11 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
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else
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newbon->DSMitigation += item->DSMitigation;
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}
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if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) { // latent effects
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if (item->Worn.Effect > 0 && item->Worn.Type == EQEmu::item::ItemEffectWorn) { // latent effects
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ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
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}
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if (item->Focus.Effect > 0 && (item->Focus.Type == ET_Focus)) { // focus effects
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if (item->Focus.Effect > 0 && (item->Focus.Type == EQEmu::item::ItemEffectFocus)) { // focus effects
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ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
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}
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@@ -544,13 +544,13 @@ void Client::AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool
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which will also stack with regular (worntype 2) effects. [Ie set rule = 3 and item worntype = 3]
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*/
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if(!inst || !inst->IsType(ItemClassCommon))
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if (!inst || !inst->IsClassCommon())
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return;
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if(inst->GetAugmentType()==0 && isAug == true)
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return;
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const Item_Struct *item = inst->GetItem();
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const EQEmu::Item_Struct *item = inst->GetItem();
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if(!inst->IsEquipable(GetBaseRace(),GetClass()))
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return;
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@@ -581,11 +581,11 @@ void Client::CalcEdibleBonuses(StatBonuses* newbon) {
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if (food && drink)
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break;
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const ItemInst* inst = GetInv().GetItem(i);
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if (inst && inst->GetItem() && inst->IsType(ItemClassCommon)) {
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const Item_Struct *item=inst->GetItem();
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if (item->ItemType == ItemTypeFood && !food)
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if (inst && inst->GetItem() && inst->IsClassCommon()) {
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const EQEmu::Item_Struct *item=inst->GetItem();
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if (item->ItemType == EQEmu::item::ItemTypeFood && !food)
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food = true;
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else if (item->ItemType == ItemTypeDrink && !drink)
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else if (item->ItemType == EQEmu::item::ItemTypeDrink && !drink)
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drink = true;
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else
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continue;
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@@ -597,11 +597,11 @@ void Client::CalcEdibleBonuses(StatBonuses* newbon) {
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if (food && drink)
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break;
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const ItemInst* inst = GetInv().GetItem(i);
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if (inst && inst->GetItem() && inst->IsType(ItemClassCommon)) {
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const Item_Struct *item=inst->GetItem();
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if (item->ItemType == ItemTypeFood && !food)
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if (inst && inst->GetItem() && inst->IsClassCommon()) {
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const EQEmu::Item_Struct *item=inst->GetItem();
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if (item->ItemType == EQEmu::item::ItemTypeFood && !food)
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food = true;
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else if (item->ItemType == ItemTypeDrink && !drink)
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else if (item->ItemType == EQEmu::item::ItemTypeDrink && !drink)
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drink = true;
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else
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continue;
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@@ -911,19 +911,19 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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break;
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case SE_AddSingingMod:
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switch (base2) {
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case ItemTypeWindInstrument:
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case EQEmu::item::ItemTypeWindInstrument:
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newbon->windMod += base1;
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break;
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case ItemTypeStringedInstrument:
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case EQEmu::item::ItemTypeStringedInstrument:
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newbon->stringedMod += base1;
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break;
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case ItemTypeBrassInstrument:
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case EQEmu::item::ItemTypeBrassInstrument:
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newbon->brassMod += base1;
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break;
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case ItemTypePercussionInstrument:
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case EQEmu::item::ItemTypePercussionInstrument:
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newbon->percussionMod += base1;
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break;
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case ItemTypeSinging:
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case EQEmu::item::ItemTypeSinging:
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newbon->singingMod += base1;
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break;
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}
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@@ -2753,23 +2753,24 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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break;
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case SE_AddSingingMod:
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switch (base2)
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{
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case ItemTypeWindInstrument:
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new_bonus->windMod += effect_value;
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break;
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case ItemTypeStringedInstrument:
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new_bonus->stringedMod += effect_value;
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break;
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case ItemTypeBrassInstrument:
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new_bonus->brassMod += effect_value;
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break;
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case ItemTypePercussionInstrument:
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new_bonus->percussionMod += effect_value;
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break;
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case ItemTypeSinging:
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new_bonus->singingMod += effect_value;
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break;
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switch (base2) {
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case EQEmu::item::ItemTypeWindInstrument:
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new_bonus->windMod += effect_value;
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break;
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case EQEmu::item::ItemTypeStringedInstrument:
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new_bonus->stringedMod += effect_value;
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break;
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case EQEmu::item::ItemTypeBrassInstrument:
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new_bonus->brassMod += effect_value;
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break;
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case EQEmu::item::ItemTypePercussionInstrument:
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new_bonus->percussionMod += effect_value;
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break;
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case EQEmu::item::ItemTypeSinging:
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new_bonus->singingMod += effect_value;
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break;
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default:
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break;
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}
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break;
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@@ -3202,7 +3203,7 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
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if(newbon){
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for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
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const Item_Struct *cur = database.GetItem(equipment[i]);
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const EQEmu::Item_Struct *cur = database.GetItem(equipment[i]);
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if(cur){
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//basic stats
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newbon->AC += cur->AC;
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@@ -3257,12 +3258,12 @@ void NPC::CalcItemBonuses(StatBonuses *newbon)
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if(cur->CombatEffects > 0) {
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newbon->ProcChance += cur->CombatEffects;
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}
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if (cur->Worn.Effect>0 && (cur->Worn.Type == ET_WornEffect)) { // latent effects
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if (cur->Worn.Effect>0 && (cur->Worn.Type == EQEmu::item::ItemEffectWorn)) { // latent effects
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ApplySpellsBonuses(cur->Worn.Effect, cur->Worn.Level, newbon, 0, cur->Worn.Type);
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}
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if (RuleB(Spells, NPC_UseFocusFromItems)){
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if (cur->Focus.Effect>0 && (cur->Focus.Type == ET_Focus)){ // focus effects
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if (cur->Focus.Effect>0 && (cur->Focus.Type == EQEmu::item::ItemEffectFocus)){ // focus effects
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ApplySpellsBonuses(cur->Focus.Effect, cur->Focus.Level, newbon);
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}
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}
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