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Convert 'INVENTORY' debugging _log to logger.LogDebugType
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eaf2da1171
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@ -2479,7 +2479,7 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
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BandolierCreate_Struct *bs = (BandolierCreate_Struct*)app->pBuffer;
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_log(INVENTORY__BANDOLIER, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->number, bs->name);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->number, bs->name);
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strcpy(m_pp.bandoliers[bs->number].name, bs->name);
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const ItemInst* InvItem = nullptr;
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@ -2491,13 +2491,13 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
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InvItem = GetInv()[WeaponSlot];
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if(InvItem) {
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BaseItem = InvItem->GetItem();
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_log(INVENTORY__BANDOLIER, "Char: %s adding item %s to slot %i", GetName(),BaseItem->Name, WeaponSlot);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s adding item %s to slot %i", GetName(),BaseItem->Name, WeaponSlot);
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m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = BaseItem->ID;
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m_pp.bandoliers[bs->number].items[BandolierSlot].icon = BaseItem->Icon;
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database.SaveCharacterBandolier(this->CharacterID(), bs->number, BandolierSlot, m_pp.bandoliers[bs->number].items[BandolierSlot].item_id, m_pp.bandoliers[bs->number].items[BandolierSlot].icon, bs->name);
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}
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else {
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_log(INVENTORY__BANDOLIER, "Char: %s no item in slot %i", GetName(), WeaponSlot);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s no item in slot %i", GetName(), WeaponSlot);
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m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = 0;
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m_pp.bandoliers[bs->number].items[BandolierSlot].icon = 0;
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}
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@ -2506,7 +2506,7 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
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void Client::RemoveBandolier(const EQApplicationPacket *app) {
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BandolierDelete_Struct *bds = (BandolierDelete_Struct*)app->pBuffer;
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_log(INVENTORY__BANDOLIER, "Char: %s removing set", GetName(), bds->number);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s removing set", GetName(), bds->number);
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memset(m_pp.bandoliers[bds->number].name, 0, 32);
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for(int i = bandolierMainHand; i <= bandolierAmmo; i++) {
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m_pp.bandoliers[bds->number].items[i].item_id = 0;
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@ -2521,7 +2521,7 @@ void Client::SetBandolier(const EQApplicationPacket *app) {
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// any items currently in the weapon slots to inventory.
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BandolierSet_Struct *bss = (BandolierSet_Struct*)app->pBuffer;
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_log(INVENTORY__BANDOLIER, "Char: %s activating set %i", GetName(), bss->number);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s activating set %i", GetName(), bss->number);
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int16 slot;
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int16 WeaponSlot;
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ItemInst *BandolierItems[4]; // Temporary holding area for the weapons we pull out of their inventory
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@ -2585,11 +2585,11 @@ void Client::SetBandolier(const EQApplicationPacket *app) {
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else { // The player doesn't have the required weapon with them.
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BandolierItems[BandolierSlot] = 0;
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if (slot == INVALID_INDEX) {
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_log(INVENTORY__BANDOLIER, "Character does not have required bandolier item for slot %i", WeaponSlot);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Character does not have required bandolier item for slot %i", WeaponSlot);
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ItemInst *InvItem = m_inv.PopItem(WeaponSlot);
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if(InvItem) {
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// If there was an item in that weapon slot, put it in the inventory
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_log(INVENTORY__BANDOLIER, "returning item %s in weapon slot %i to inventory",
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "returning item %s in weapon slot %i to inventory",
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InvItem->GetItem()->Name, WeaponSlot);
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if(MoveItemToInventory(InvItem))
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database.SaveInventory(character_id, 0, WeaponSlot);
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@ -2640,7 +2640,7 @@ void Client::SetBandolier(const EQApplicationPacket *app) {
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// put it in the player's inventory.
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ItemInst *InvItem = m_inv.PopItem(WeaponSlot);
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if(InvItem) {
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_log(INVENTORY__BANDOLIER, "Bandolier has no item for slot %i, returning item %s to inventory",
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Bandolier has no item for slot %i, returning item %s to inventory",
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WeaponSlot, InvItem->GetItem()->Name);
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// If there was an item in that weapon slot, put it in the inventory
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if(MoveItemToInventory(InvItem))
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@ -2677,7 +2677,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
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if(!ItemToReturn) return false;
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_log(INVENTORY__SLOTS,"Char: %s Returning %s to inventory", GetName(), ItemToReturn->GetItem()->Name);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory,"Char: %s Returning %s to inventory", GetName(), ItemToReturn->GetItem()->Name);
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uint32 ItemID = ItemToReturn->GetItem()->ID;
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@ -2761,7 +2761,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
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database.SaveInventory(character_id, m_inv.GetItem(i), i);
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_log(INVENTORY__SLOTS, "Char: %s Storing in main inventory slot %i", GetName(), i);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s Storing in main inventory slot %i", GetName(), i);
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return true;
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}
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@ -2784,7 +2784,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
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database.SaveInventory(character_id, m_inv.GetItem(BaseSlotID + BagSlot), BaseSlotID + BagSlot);
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_log(INVENTORY__SLOTS, "Char: %s Storing in bag slot %i", GetName(), BaseSlotID + BagSlot);
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s Storing in bag slot %i", GetName(), BaseSlotID + BagSlot);
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return true;
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}
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@ -2794,7 +2794,7 @@ bool Client::MoveItemToInventory(ItemInst *ItemToReturn, bool UpdateClient) {
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// Store on the cursor
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//
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_log(INVENTORY__SLOTS, "Char: %s No space, putting on the cursor", GetName());
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logger.LogDebugType(EQEmuLogSys::Detail, EQEmuLogSys::Inventory, "Char: %s No space, putting on the cursor", GetName());
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PushItemOnCursor(*ItemToReturn, UpdateClient);
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