Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work

This commit is contained in:
Uleat
2016-04-19 04:02:53 -04:00
parent 53c7abf16e
commit 8edb6e9595
65 changed files with 1196 additions and 1186 deletions
+8 -8
View File
@@ -2552,7 +2552,7 @@ int16 Merc::GetFocusEffect(focusType type, uint16 spell_id) {
int16 focus_max_real = 0;
//item focus
for (int x = 0; x < EQEmu::Constants::EQUIPMENT_SIZE; ++x)
for (int x = 0; x < EQEmu::constants::EQUIPMENT_SIZE; ++x)
{
TempItem = nullptr;
if (equipment[x] == 0)
@@ -5026,7 +5026,7 @@ void Merc::UpdateMercAppearance() {
// Copied from Bot Code:
uint32 itemID = NO_ITEM;
uint8 materialFromSlot = MaterialInvalid;
for (int i = EQEmu::Constants::EQUIPMENT_BEGIN; i <= EQEmu::Constants::EQUIPMENT_END; ++i) {
for (int i = EQEmu::constants::EQUIPMENT_BEGIN; i <= EQEmu::constants::EQUIPMENT_END; ++i) {
itemID = equipment[i];
if(itemID != NO_ITEM) {
materialFromSlot = Inventory::CalcMaterialFromSlot(i);
@@ -5044,15 +5044,15 @@ void Merc::UpdateEquipmentLight()
m_Light.Type.Equipment = 0;
m_Light.Level.Equipment = 0;
for (int index = SLOT_BEGIN; index < EQEmu::Constants::EQUIPMENT_SIZE; ++index) {
for (int index = SLOT_BEGIN; index < EQEmu::constants::EQUIPMENT_SIZE; ++index) {
if (index == SlotAmmo) { continue; }
auto item = database.GetItem(equipment[index]);
if (item == nullptr) { continue; }
if (EQEmu::LightSource::IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
if (EQEmu::lightsource::IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
m_Light.Type.Equipment = item->Light;
m_Light.Level.Equipment = EQEmu::LightSource::TypeToLevel(m_Light.Type.Equipment);
m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment);
}
}
@@ -5064,14 +5064,14 @@ void Merc::UpdateEquipmentLight()
if (item->ItemClass != ItemClassCommon) { continue; }
if (item->Light < 9 || item->Light > 13) { continue; }
if (EQEmu::LightSource::TypeToLevel(item->Light))
if (EQEmu::lightsource::TypeToLevel(item->Light))
general_light_type = item->Light;
}
if (EQEmu::LightSource::IsLevelGreater(general_light_type, m_Light.Type.Equipment))
if (EQEmu::lightsource::IsLevelGreater(general_light_type, m_Light.Type.Equipment))
m_Light.Type.Equipment = general_light_type;
m_Light.Level.Equipment = EQEmu::LightSource::TypeToLevel(m_Light.Type.Equipment);
m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment);
}
void Merc::AddItem(uint8 slot, uint32 item_id) {