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Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work
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+8
-8
@@ -2552,7 +2552,7 @@ int16 Merc::GetFocusEffect(focusType type, uint16 spell_id) {
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int16 focus_max_real = 0;
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//item focus
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for (int x = 0; x < EQEmu::Constants::EQUIPMENT_SIZE; ++x)
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for (int x = 0; x < EQEmu::constants::EQUIPMENT_SIZE; ++x)
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{
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TempItem = nullptr;
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if (equipment[x] == 0)
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@@ -5026,7 +5026,7 @@ void Merc::UpdateMercAppearance() {
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// Copied from Bot Code:
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uint32 itemID = NO_ITEM;
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uint8 materialFromSlot = MaterialInvalid;
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for (int i = EQEmu::Constants::EQUIPMENT_BEGIN; i <= EQEmu::Constants::EQUIPMENT_END; ++i) {
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for (int i = EQEmu::constants::EQUIPMENT_BEGIN; i <= EQEmu::constants::EQUIPMENT_END; ++i) {
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itemID = equipment[i];
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if(itemID != NO_ITEM) {
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materialFromSlot = Inventory::CalcMaterialFromSlot(i);
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@@ -5044,15 +5044,15 @@ void Merc::UpdateEquipmentLight()
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m_Light.Type.Equipment = 0;
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m_Light.Level.Equipment = 0;
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for (int index = SLOT_BEGIN; index < EQEmu::Constants::EQUIPMENT_SIZE; ++index) {
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for (int index = SLOT_BEGIN; index < EQEmu::constants::EQUIPMENT_SIZE; ++index) {
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if (index == SlotAmmo) { continue; }
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auto item = database.GetItem(equipment[index]);
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if (item == nullptr) { continue; }
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if (EQEmu::LightSource::IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
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if (EQEmu::lightsource::IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
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m_Light.Type.Equipment = item->Light;
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m_Light.Level.Equipment = EQEmu::LightSource::TypeToLevel(m_Light.Type.Equipment);
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m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment);
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}
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}
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@@ -5064,14 +5064,14 @@ void Merc::UpdateEquipmentLight()
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if (item->ItemClass != ItemClassCommon) { continue; }
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if (item->Light < 9 || item->Light > 13) { continue; }
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if (EQEmu::LightSource::TypeToLevel(item->Light))
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if (EQEmu::lightsource::TypeToLevel(item->Light))
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general_light_type = item->Light;
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}
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if (EQEmu::LightSource::IsLevelGreater(general_light_type, m_Light.Type.Equipment))
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if (EQEmu::lightsource::IsLevelGreater(general_light_type, m_Light.Type.Equipment))
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m_Light.Type.Equipment = general_light_type;
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m_Light.Level.Equipment = EQEmu::LightSource::TypeToLevel(m_Light.Type.Equipment);
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m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment);
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}
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void Merc::AddItem(uint8 slot, uint32 item_id) {
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