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Inventory possessions beta testing
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@@ -110,9 +110,7 @@ bool EQEmu::InventorySlot::IsDeleteSlot() const
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bool EQEmu::InventorySlot::IsEquipmentIndex(int16 slot_index)
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{
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/*if (slot_index < inventory::EquipmentBegin || slot_index > inventory::EquipmentEnd)
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return false;*/
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if ((slot_index < invslot::EQUIPMENT_BEGIN || slot_index > invslot::EQUIPMENT_END) && slot_index != invslot::SLOT_POWER_SOURCE)
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if (slot_index < invslot::EQUIPMENT_BEGIN || slot_index > invslot::EQUIPMENT_END)
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return false;
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return true;
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@@ -120,8 +118,6 @@ bool EQEmu::InventorySlot::IsEquipmentIndex(int16 slot_index)
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bool EQEmu::InventorySlot::IsGeneralIndex(int16 slot_index)
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{
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/*if (slot_index < inventory::GeneralBegin || slot_index > inventory::GeneralEnd)
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return false;*/
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if (slot_index < invslot::GENERAL_BEGIN || slot_index > invslot::GENERAL_END)
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return false;
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@@ -130,22 +126,18 @@ bool EQEmu::InventorySlot::IsGeneralIndex(int16 slot_index)
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bool EQEmu::InventorySlot::IsCursorIndex(int16 slot_index)
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{
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/*if (slot_index != inventory::slotCursor)
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return false;*/
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if (slot_index != invslot::slotCursor)
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return false;
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if (slot_index == invslot::slotCursor)
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return true;
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return true;
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return false;
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}
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bool EQEmu::InventorySlot::IsWeaponIndex(int16 slot_index)
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{
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/*if ((slot_index != inventory::slotRange) && (slot_index != inventory::slotPrimary) && (slot_index != inventory::slotSecondary))
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return false;*/
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if ((slot_index != invslot::slotRange) && (slot_index != invslot::slotPrimary) && (slot_index != invslot::slotSecondary))
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return false;
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return true;
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if (slot_index == invslot::slotPrimary || slot_index == invslot::slotSecondary || slot_index == invslot::slotRange)
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return true;
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return false;
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}
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bool EQEmu::InventorySlot::IsTextureIndex(int16 slot_index)
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