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InventoryOld in client has been unhooked from loading/saving
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@@ -1271,7 +1271,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
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m_pp.platinum_shared = database.GetSharedPlatinum(this->AccountID());
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database.ClearOldRecastTimestamps(cid); /* Clear out our old recast timestamps to keep the DB clean */
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loaditems = database.GetInventory(cid, &m_inv); /* Load Character Inventory */
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loaditems = database.GetInventory(cid, &m_inventory); /* Load Character Inventory */
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database.LoadCharacterBandolier(cid, &m_pp); /* Load Character Bandolier */
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database.LoadCharacterBindPoint(cid, &m_pp); /* Load Character Bind */
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database.LoadCharacterMaterialColor(cid, &m_pp); /* Load Character Material */
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@@ -814,11 +814,6 @@ void Client::OnDisconnect(bool hard_disconnect) {
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Disconnect();
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}
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// Sends the client complete inventory used in character login
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// DO WE STILL NEED THE 'ITEMCOMBINED' CONDITIONAL CODE? -U
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//#ifdef ITEMCOMBINED
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void Client::BulkSendInventoryItems() {
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int16 slot_id = 0;
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@@ -919,51 +914,6 @@ void Client::BulkSendInventoryItems() {
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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/*#else
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void Client::BulkSendInventoryItems()
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{
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// Search all inventory buckets for items
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bool deletenorent=database.NoRentExpired(GetName());
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// Worn items and Inventory items
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int16 slot_id = 0;
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if(deletenorent){//client was offline for more than 30 minutes, delete no rent items
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RemoveNoRent();
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}
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for (slot_id=EmuConstants::POSSESSIONS_BEGIN; slot_id<=EmuConstants::POSSESSIONS_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst){
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SendItemPacket(slot_id, inst, ItemPacketCharInventory);
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}
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}
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// Bank items
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for (slot_id=EmuConstants::BANK_BEGIN; slot_id<=EmuConstants::BANK_END; slot_id++) { // 2015...
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const ItemInst* inst = m_inv[slot_id];
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if (inst){
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SendItemPacket(slot_id, inst, ItemPacketCharInventory);
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}
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}
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// Shared Bank items
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for (slot_id=EmuConstants::SHARED_BANK_BEGIN; slot_id<=EmuConstants::SHARED_BANK_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst){
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SendItemPacket(slot_id, inst, ItemPacketCharInventory);
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}
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}
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// LINKDEAD TRADE ITEMS
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// If player went LD during a trade, they have items in the trade inventory
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// slots. These items are now being put into their inventory (then queue up on cursor)
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for (int16 trade_slot_id=EmuConstants::TRADE_BEGIN; trade_slot_id<=EmuConstants::TRADE_END; trade_slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst) {
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int16 free_slot_id = m_inv.FindFreeSlot(inst->IsType(ItemClassContainer), true, inst->GetItem()->Size);
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DeleteItemInInventory(trade_slot_id, 0, false);
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PutItemInInventory(free_slot_id, *inst, true);
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}
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}
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}
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#endif*/
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void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
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const ItemData* handyitem = nullptr;
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@@ -18,6 +18,7 @@
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#ifndef MOB_H
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#define MOB_H
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#include "../common/inventory.h"
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#include "common.h"
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#include "entity.h"
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#include "hate_list.h"
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@@ -940,6 +941,9 @@ public:
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void Tune_FindAccuaryByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int avoid_override, int Msg = 0);
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void Tune_FindAvoidanceByHitChance(Mob* defender, Mob *attacker, float hit_chance, int interval, int max_loop, int acc_override, int Msg = 0);
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inline EQEmu::Inventory& GetInventory() { return m_inventory; }
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inline const EQEmu::Inventory& GetInventory() const { return m_inventory; }
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protected:
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void CommonDamage(Mob* other, int32 &damage, const uint16 spell_id, const SkillUseTypes attack_skill, bool &avoidable, const int8 buffslot, const bool iBuffTic);
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static uint16 GetProcID(uint16 spell_id, uint8 effect_index);
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@@ -1273,6 +1277,8 @@ protected:
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bool bEnraged;
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bool destructibleobject;
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EQEmu::Inventory m_inventory;
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private:
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void _StopSong(); //this is not what you think it is
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Mob* target;
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