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Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work
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+3
-3
@@ -77,9 +77,9 @@ static const std::string bot_stance_name[BOT_STANCE_COUNT] = {
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static const char* GetBotStanceName(int stance_id) { return bot_stance_name[VALIDBOTSTANCE(stance_id)].c_str(); }
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#define VALIDBOTEQUIPSLOT(x) ((x >= EQEmu::Constants::EQUIPMENT_BEGIN && x <= EQEmu::Constants::EQUIPMENT_END) ? (x) : ((x == SlotPowerSource) ? (22) : (23)))
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#define VALIDBOTEQUIPSLOT(x) ((x >= EQEmu::constants::EQUIPMENT_BEGIN && x <= EQEmu::constants::EQUIPMENT_END) ? (x) : ((x == SlotPowerSource) ? (22) : (23)))
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static std::string bot_equip_slot_name[EQEmu::Constants::EQUIPMENT_SIZE + 2] =
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static std::string bot_equip_slot_name[EQEmu::constants::EQUIPMENT_SIZE + 2] =
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{
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"Charm", // MainCharm
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"Left Ear", // MainEar1
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@@ -386,7 +386,7 @@ public:
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void BotTradeAddItem(uint32 id, const ItemInst* inst, int16 charges, uint32 equipableSlots, uint16 lootSlot, std::string* errorMessage, bool addToDb = true);
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void EquipBot(std::string* errorMessage);
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bool CheckLoreConflict(const Item_Struct* item);
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virtual void UpdateEquipmentLight() { m_Light.Type.Equipment = m_inv.FindBrightestLightType(); m_Light.Level.Equipment = EQEmu::LightSource::TypeToLevel(m_Light.Type.Equipment); }
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virtual void UpdateEquipmentLight() { m_Light.Type.Equipment = m_inv.FindBrightestLightType(); m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment); }
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// Static Class Methods
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//static void DestroyBotRaidObjects(Client* client); // Can be removed after bot raids are dumped
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