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caught more places
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6d2eb6d03f
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@ -199,7 +199,8 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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// the weapons are kept elsewhere
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// the weapons are kept elsewhere
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if ((material == MaterialPrimary) || (material == MaterialSecondary))
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if ((material == MaterialPrimary) || (material == MaterialSecondary))
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{
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{
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if (strlen(item->GetItem()->IDFile) > 2) {
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if (strlen(item->GetItem()->IDFile) > 2)
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{
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uint32 idfile = 0;
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uint32 idfile = 0;
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if (item->HasOrnamentation())
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if (item->HasOrnamentation())
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{
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{
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@ -8068,3 +8068,4 @@ void Client::PlayMP3(const char* fname)
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QueuePacket(outapp);
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QueuePacket(outapp);
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safe_delete(outapp);
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safe_delete(outapp);
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}
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}
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@ -797,6 +797,7 @@ public:
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void SendItemPacket(int16 slot_id, const ItemInst* inst, ItemPacketType packet_type);
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void SendItemPacket(int16 slot_id, const ItemInst* inst, ItemPacketType packet_type);
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bool IsValidSlot(uint32 slot);
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bool IsValidSlot(uint32 slot);
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bool IsBankSlot(uint32 slot);
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bool IsBankSlot(uint32 slot);
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int32 GetEquipmentMaterial(uint8 material_slot) const;
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inline bool IsTrader() const { return(Trader); }
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inline bool IsTrader() const { return(Trader); }
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inline bool IsBuyer() const { return(Buyer); }
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inline bool IsBuyer() const { return(Buyer); }
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@ -1611,6 +1611,51 @@ void Client::DyeArmor(DyeStruct* dye){
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Save();
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Save();
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}
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}
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int32 Client::GetEquipmentMaterial(uint8 material_slot) const
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{
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// Moofta: Only supporting primary and secondary. next stage is heros forge. which could be any!
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if // for primary and secondary we need the model, not the material
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(
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material_slot == MaterialPrimary ||
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material_slot == MaterialSecondary
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)
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{
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uint8 inventorySlot = Inventory::CalcSlotFromMaterial(material_slot);
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const ItemInst* inst = m_inv.GetItem(inventorySlot);
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if (inst != nullptr)
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{
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if (strlen(inst->GetItem()->IDFile) > 2)
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{
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if (inst->HasOrnamentation())
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{
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ItemInst* ornament = inst->GetOrnamentation();
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if (strlen(ornament->GetItem()->IDFile) > 2)
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{
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return atoi(&ornament->GetItem()->IDFile[2]);
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}
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}
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else
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{
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return atoi(&inst->GetItem()->IDFile[2]);
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}
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}
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else //may as well try this, since were going to 0 anyways
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{
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return inst->GetItem()->Material;
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}
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}
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}
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else
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{
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const Item_Struct *item = database.GetItem(GetEquipment(material_slot));
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if (item!=nullptr) return item->Material;
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}
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return 0;
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}
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/*bool Client::DecreaseByItemType(uint32 type, uint8 amt) {
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/*bool Client::DecreaseByItemType(uint32 type, uint8 amt) {
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const Item_Struct* TempItem = 0;
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const Item_Struct* TempItem = 0;
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ItemInst* ins;
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ItemInst* ins;
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@ -2561,9 +2561,7 @@ void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color)
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int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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{
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{
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const Item_Struct *item;
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const Item_Struct *item = database.GetItem(GetEquipment(material_slot));
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item = database.GetItem(GetEquipment(material_slot));
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if(item != 0)
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if(item != 0)
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{
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{
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if // for primary and secondary we need the model, not the material
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if // for primary and secondary we need the model, not the material
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