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
@@ -529,8 +529,8 @@ void NPC::QueryLoot(Client* to)
continue;
}
EQEmu::SayLink::impl linker;
linker.SetLinkType(EQEmu::SayLink::LinkItemData);
EQEmu::saylink::SayLinkEngine linker;
linker.SetLinkType(linker.SayLinkItemData);
linker.SetItemData(item);
auto item_link = linker.GenerateLink();
@@ -748,15 +748,15 @@ void NPC::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);
}
}
@@ -768,14 +768,14 @@ void NPC::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 NPC::Depop(bool StartSpawnTimer) {