More numeric to constant conversions..should be most of them... Please report any inventory abnormalities.

This commit is contained in:
Uleat
2014-07-31 07:52:38 -04:00
parent e902373ce7
commit 8b14c21a24
41 changed files with 1402 additions and 1018 deletions
+47
View File
@@ -104,6 +104,53 @@ const EQClientVersion Strategy::ClientVersion() const
#include "SSDefine.h"
/*
// Converts Server Slot IDs to Titanium Slot IDs for use in Encodes
static inline uint32 ServerToTitaniumSlot(uint32 ServerSlot) {
uint32 TitaniumSlot;
// reserved
}
*/
/*
// Converts Titanium Slot IDs to Server Slot IDs for use in Decodes
static inline uint32 TitaniumToServerSlot(uint32 TitaniumSlot) {
uint32 ServerSlot;
// reserved
}
*/
/*
// Converts Server Corpse Slot IDs to Titanium Corpse Slot IDs for use in Encodes
static inline uint32 ServerToTitaniumCorpseSlot(uint32 ServerCorpse) {
uint32 TitaniumCorpse;
// reserved
}
*/
/*
// Converts Titanium Corpse Slot IDs to Server Corpse Slot IDs for use in Decodes
static inline uint32 TitaniumToServerCorpseSlot(uint32 TitaniumCorpse) {
uint32 ServerCorpse;
// reserved
}
*/
/*
static inline uint32 RemovePowerSourceBit(uint32 slots) { // shouldn't need to add one..just grab the actual server reference, if so...
static const uint32 BIT21 = 1 << 21;
static const uint32 BIT22 = 1 << 22;
static const uint32 KEEPBITS = ~(BIT21 | BIT22);
bool wearammo = slots & BIT22;
slots &= KEEPBITS;
if (wearammo)
slots |= BIT21;
return slots;
}
*/
EAT_ENCODE(OP_ZoneServerReady)
EAT_ENCODE(OP_GuildMemberLevelUpdate)