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Renamed and moved SkillUseTypes enumeration to EQEmu::skills::SkillType; eq_dictionary work
This commit is contained in:
+9
-9
@@ -1382,7 +1382,7 @@ bool SharedDatabase::LoadSkillCaps(const std::string &prefix) {
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skill_caps_mmf.reset(nullptr);
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uint32 class_count = PLAYER_CLASS_COUNT;
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uint32 skill_count = HIGHEST_SKILL + 1;
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uint32 skill_count = EQEmu::skills::HIGHEST_SKILL + 1;
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uint32 level_count = HARD_LEVEL_CAP + 1;
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uint32 size = (class_count * skill_count * level_count * sizeof(uint16));
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@@ -1403,7 +1403,7 @@ bool SharedDatabase::LoadSkillCaps(const std::string &prefix) {
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void SharedDatabase::LoadSkillCaps(void *data) {
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uint32 class_count = PLAYER_CLASS_COUNT;
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uint32 skill_count = HIGHEST_SKILL + 1;
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uint32 skill_count = EQEmu::skills::HIGHEST_SKILL + 1;
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uint32 level_count = HARD_LEVEL_CAP + 1;
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uint16 *skill_caps_table = reinterpret_cast<uint16*>(data);
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@@ -1428,7 +1428,7 @@ void SharedDatabase::LoadSkillCaps(void *data) {
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}
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}
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uint16 SharedDatabase::GetSkillCap(uint8 Class_, SkillUseTypes Skill, uint8 Level) {
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uint16 SharedDatabase::GetSkillCap(uint8 Class_, EQEmu::skills::SkillType Skill, uint8 Level) {
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if(!skill_caps_mmf) {
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return 0;
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}
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@@ -1442,7 +1442,7 @@ uint16 SharedDatabase::GetSkillCap(uint8 Class_, SkillUseTypes Skill, uint8 Leve
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}
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uint32 class_count = PLAYER_CLASS_COUNT;
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uint32 skill_count = HIGHEST_SKILL + 1;
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uint32 skill_count = EQEmu::skills::HIGHEST_SKILL + 1;
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uint32 level_count = HARD_LEVEL_CAP + 1;
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if(Class_ > class_count || static_cast<uint32>(Skill) > skill_count || Level > level_count) {
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return 0;
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@@ -1457,7 +1457,7 @@ uint16 SharedDatabase::GetSkillCap(uint8 Class_, SkillUseTypes Skill, uint8 Leve
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return skill_caps_table[index];
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}
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uint8 SharedDatabase::GetTrainLevel(uint8 Class_, SkillUseTypes Skill, uint8 Level) {
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uint8 SharedDatabase::GetTrainLevel(uint8 Class_, EQEmu::skills::SkillType Skill, uint8 Level) {
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if(!skill_caps_mmf) {
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return 0;
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}
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@@ -1471,7 +1471,7 @@ uint8 SharedDatabase::GetTrainLevel(uint8 Class_, SkillUseTypes Skill, uint8 Lev
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}
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uint32 class_count = PLAYER_CLASS_COUNT;
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uint32 skill_count = HIGHEST_SKILL + 1;
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uint32 skill_count = EQEmu::skills::HIGHEST_SKILL + 1;
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uint32 level_count = HARD_LEVEL_CAP + 1;
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if(Class_ > class_count || static_cast<uint32>(Skill) > skill_count || Level > level_count) {
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return 0;
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@@ -1642,10 +1642,10 @@ void SharedDatabase::LoadSpells(void *data, int max_spells) {
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int tmp_skill = atoi(row[100]);;
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if(tmp_skill < 0 || tmp_skill > HIGHEST_SKILL)
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sp[tempid].skill = SkillBegging; /* not much better we can do. */ // can probably be changed to client-based 'SkillNone' once activated
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if (tmp_skill < 0 || tmp_skill > EQEmu::skills::HIGHEST_SKILL)
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sp[tempid].skill = EQEmu::skills::SkillBegging; /* not much better we can do. */ // can probably be changed to client-based 'SkillNone' once activated
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else
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sp[tempid].skill = (SkillUseTypes) tmp_skill;
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sp[tempid].skill = (EQEmu::skills::SkillType) tmp_skill;
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sp[tempid].zonetype=atoi(row[101]);
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sp[tempid].EnvironmentType=atoi(row[102]);
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