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Eliminated the nested class design of recent EQEmu work; Some more inv2 convergence work
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+8
-8
@@ -529,8 +529,8 @@ void NPC::QueryLoot(Client* to)
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continue;
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}
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EQEmu::SayLink::impl linker;
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linker.SetLinkType(EQEmu::SayLink::LinkItemData);
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EQEmu::saylink::SayLinkEngine linker;
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linker.SetLinkType(linker.SayLinkItemData);
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linker.SetItemData(item);
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auto item_link = linker.GenerateLink();
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@@ -748,15 +748,15 @@ void NPC::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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@@ -768,14 +768,14 @@ void NPC::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 NPC::Depop(bool StartSpawnTimer) {
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