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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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+10
-10
@@ -1138,7 +1138,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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case SE_SummonItem:
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{
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const EQEmu::Item_Struct *item = database.GetItem(spell.base[i]);
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const EQEmu::ItemBase *item = database.GetItem(spell.base[i]);
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#ifdef SPELL_EFFECT_SPAM
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const char *itemname = item ? item->Name : "*Unknown Item*";
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snprintf(effect_desc, _EDLEN, "Summon Item: %s (id %d)", itemname, spell.base[i]);
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@@ -1174,7 +1174,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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}
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case SE_SummonItemIntoBag:
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{
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const EQEmu::Item_Struct *item = database.GetItem(spell.base[i]);
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const EQEmu::ItemBase *item = database.GetItem(spell.base[i]);
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#ifdef SPELL_EFFECT_SPAM
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const char *itemname = item ? item->Name : "*Unknown Item*";
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snprintf(effect_desc, _EDLEN, "Summon Item In Bag: %s (id %d)", itemname, spell.base[i]);
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@@ -5128,7 +5128,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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//item focus
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if (itembonuses.FocusEffects[type]){
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const EQEmu::Item_Struct* TempItem = 0;
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const EQEmu::ItemBase* TempItem = 0;
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for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
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{
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@@ -5159,7 +5159,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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aug = ins->GetAugment(y);
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if(aug)
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{
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const EQEmu::Item_Struct* TempItemAug = aug->GetItem();
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const EQEmu::ItemBase* TempItemAug = aug->GetItem();
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if (TempItemAug && TempItemAug->Focus.Effect > 0 && IsValidSpell(TempItemAug->Focus.Effect)) {
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proc_spellid = CalcFocusEffect(type, TempItemAug->Focus.Effect, spell_id);
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if (IsValidSpell(proc_spellid)){
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@@ -5257,8 +5257,8 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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//Check if item focus effect exists for the client.
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if (itembonuses.FocusEffects[type]){
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const EQEmu::Item_Struct* TempItem = 0;
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const EQEmu::Item_Struct* UsedItem = 0;
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const EQEmu::ItemBase* TempItem = 0;
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const EQEmu::ItemBase* UsedItem = 0;
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uint16 UsedFocusID = 0;
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int16 Total = 0;
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int16 focus_max = 0;
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@@ -5305,7 +5305,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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aug = ins->GetAugment(y);
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if(aug)
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{
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const EQEmu::Item_Struct* TempItemAug = aug->GetItem();
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const EQEmu::ItemBase* TempItemAug = aug->GetItem();
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if (TempItemAug && TempItemAug->Focus.Effect > 0 && TempItemAug->Focus.Effect != SPELL_UNKNOWN) {
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if(rand_effectiveness) {
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focus_max = CalcFocusEffect(type, TempItemAug->Focus.Effect, spell_id, true);
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@@ -5529,8 +5529,8 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
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if (RuleB(Spells, NPC_UseFocusFromItems) && itembonuses.FocusEffects[type]){
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const EQEmu::Item_Struct* TempItem = 0;
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const EQEmu::Item_Struct* UsedItem = 0;
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const EQEmu::ItemBase* TempItem = 0;
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const EQEmu::ItemBase* UsedItem = 0;
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uint16 UsedFocusID = 0;
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int16 Total = 0;
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int16 focus_max = 0;
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@@ -5538,7 +5538,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
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//item focus
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for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
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const EQEmu::Item_Struct *cur = database.GetItem(equipment[i]);
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const EQEmu::ItemBase *cur = database.GetItem(equipment[i]);
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if(!cur)
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continue;
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