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https://github.com/EQEmu/Server.git
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Renamed EQEmu::Item_Struct to EQEmu::ItemBase to coincide with new inventory naming conventions (re-run shared_memory.exe)
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+8
-8
@@ -119,7 +119,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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int charges = lds->Entries[i].multiplier;
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for(int j = 0; j < charges; ++j) {
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if(zone->random.Real(0.0, 100.0) <= lds->Entries[i].chance) {
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const EQEmu::Item_Struct* dbitem = GetItem(lds->Entries[i].item_id);
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const EQEmu::ItemBase* dbitem = GetItem(lds->Entries[i].item_id);
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npc->AddLootDrop(dbitem, itemlist, lds->Entries[i].item_charges, lds->Entries[i].minlevel,
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lds->Entries[i].maxlevel, lds->Entries[i].equip_item > 0 ? true : false, false);
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}
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@@ -140,7 +140,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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float roll_t_min = 0.0f;
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bool active_item_list = false;
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for(uint32 i = 0; i < lds->NumEntries; ++i) {
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const EQEmu::Item_Struct* db_item = GetItem(lds->Entries[i].item_id);
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const EQEmu::ItemBase* db_item = GetItem(lds->Entries[i].item_id);
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if(db_item) {
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roll_t += lds->Entries[i].chance;
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active_item_list = true;
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@@ -157,7 +157,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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for(int i = 0; i < mindrop; ++i) {
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float roll = (float)zone->random.Real(0.0, roll_t_min);
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for(uint32 j = 0; j < lds->NumEntries; ++j) {
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const EQEmu::Item_Struct* db_item = GetItem(lds->Entries[j].item_id);
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const EQEmu::ItemBase* db_item = GetItem(lds->Entries[j].item_id);
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if(db_item) {
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if(roll < lds->Entries[j].chance) {
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npc->AddLootDrop(db_item, itemlist, lds->Entries[j].item_charges, lds->Entries[j].minlevel,
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@@ -187,7 +187,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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for(int i = mindrop; i < droplimit; ++i) {
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float roll = (float)zone->random.Real(0.0, roll_t);
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for(uint32 j = 0; j < lds->NumEntries; ++j) {
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const EQEmu::Item_Struct* db_item = GetItem(lds->Entries[j].item_id);
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const EQEmu::ItemBase* db_item = GetItem(lds->Entries[j].item_id);
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if(db_item) {
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if(roll < lds->Entries[j].chance) {
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npc->AddLootDrop(db_item, itemlist, lds->Entries[j].item_charges, lds->Entries[j].minlevel,
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@@ -221,7 +221,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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}
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//if itemlist is null, just send wear changes
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void NPC::AddLootDrop(const EQEmu::Item_Struct *item2, ItemList* itemlist, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange) {
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void NPC::AddLootDrop(const EQEmu::ItemBase *item2, ItemList* itemlist, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange) {
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if(item2 == nullptr)
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return;
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@@ -258,7 +258,7 @@ void NPC::AddLootDrop(const EQEmu::Item_Struct *item2, ItemList* itemlist, int16
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if (equipit) {
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uint8 eslot = 0xFF;
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char newid[20];
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const EQEmu::Item_Struct* compitem = nullptr;
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const EQEmu::ItemBase* compitem = nullptr;
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bool found = false; // track if we found an empty slot we fit into
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int32 foundslot = -1; // for multi-slot items
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@@ -415,14 +415,14 @@ void NPC::AddLootDrop(const EQEmu::Item_Struct *item2, ItemList* itemlist, int16
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SendAppearancePacket(AT_Light, GetActiveLightType());
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}
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void NPC::AddItem(const EQEmu::Item_Struct* item, uint16 charges, bool equipitem) {
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void NPC::AddItem(const EQEmu::ItemBase* item, uint16 charges, bool equipitem) {
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//slot isnt needed, its determined from the item.
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AddLootDrop(item, &itemlist, charges, 1, 127, equipitem, equipitem);
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}
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void NPC::AddItem(uint32 itemid, uint16 charges, bool equipitem) {
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//slot isnt needed, its determined from the item.
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const EQEmu::Item_Struct * i = database.GetItem(itemid);
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const EQEmu::ItemBase * i = database.GetItem(itemid);
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if(i == nullptr)
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return;
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AddLootDrop(i, &itemlist, charges, 1, 127, equipitem, equipitem);
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