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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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+3
-3
@@ -27,7 +27,7 @@
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#include "../common/client_version.h" // inv2 watch
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#include "../common/features.h"
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#include "../common/item.h"
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#include "../common/item_struct.h"
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#include "../common/item_base.h"
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#include "../common/linked_list.h"
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#include "../common/servertalk.h"
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#include "../common/say_link.h"
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@@ -524,7 +524,7 @@ void NPC::QueryLoot(Client* to)
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int x = 0;
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for (auto cur = itemlist.begin(); cur != itemlist.end(); ++cur, ++x) {
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const EQEmu::Item_Struct* item = database.GetItem((*cur)->item_id);
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const EQEmu::ItemBase* item = database.GetItem((*cur)->item_id);
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if (item == nullptr) {
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Log.Out(Logs::General, Logs::Error, "Database error, invalid item");
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continue;
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@@ -1457,7 +1457,7 @@ void NPC::PickPocket(Client* thief)
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// still needs to have FindFreeSlot vs PutItemInInventory issue worked out
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while (steal_item) {
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std::vector<std::pair<const EQEmu::Item_Struct*, uint16>> loot_selection; // <const Item_Struct*, charges>
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std::vector<std::pair<const EQEmu::ItemBase*, uint16>> loot_selection; // <const ItemBase*, charges>
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for (auto item_iter : itemlist) {
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if (!item_iter || !item_iter->item_id)
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continue;
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