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Renamed Item_Struct to ItemData
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+7
-7
@@ -209,7 +209,7 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
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for (i=0; i<MainAmmo; i++) {
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if(equipment[i] == 0)
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continue;
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const Item_Struct * itm = database.GetItem(equipment[i]);
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const ItemData * itm = database.GetItem(equipment[i]);
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if(itm)
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AddItemBonuses(itm, newbon);
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}
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@@ -235,7 +235,7 @@ void Merc::CalcItemBonuses(StatBonuses* newbon) {
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SetAttackTimer();
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}
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void Merc::AddItemBonuses(const Item_Struct *item, StatBonuses* newbon) {
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void Merc::AddItemBonuses(const ItemData *item, StatBonuses* newbon) {
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if(GetLevel() < item->ReqLevel)
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{
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@@ -1213,7 +1213,7 @@ void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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{
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continue;
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}
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const Item_Struct* item = database.GetItem(equipment[i]);
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const ItemData* item = database.GetItem(equipment[i]);
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if(item)
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{
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ns->spawn.equipment[i].material = item->Material;
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@@ -2537,8 +2537,8 @@ int16 Merc::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 Item_Struct* TempItem = 0;
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const Item_Struct* UsedItem = 0;
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const ItemData* TempItem = 0;
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const ItemData* 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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@@ -4400,7 +4400,7 @@ void Merc::DoClassAttacks(Mob *target) {
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DoAnim(animKick);
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int32 dmg = 0;
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if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0){
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if(GetWeaponDamage(target, (const ItemData*)nullptr) <= 0){
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dmg = -5;
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}
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else{
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@@ -4422,7 +4422,7 @@ void Merc::DoClassAttacks(Mob *target) {
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DoAnim(animTailRake);
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int32 dmg = 0;
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if(GetWeaponDamage(target, (const Item_Struct*)nullptr) <= 0){
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if(GetWeaponDamage(target, (const ItemData*)nullptr) <= 0){
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dmg = -5;
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}
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else{
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