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Updated/activated EQDictionary code to use the new possessions enumeration
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+2
-67
@@ -810,77 +810,12 @@ enum MaterialUseSlots : uint8
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**
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*/
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enum InventoryMapTypes : int16 {
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MapPossessions = 0,
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MapBank,
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MapSharedBank,
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MapTrade,
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MapWorld,
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MapLimbo,
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MapTribute,
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MapTrophyTribute,
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MapGuildTribute,
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MapMerchant,
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MapDeleted,
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MapCorpse,
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MapBazaar,
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MapInspect,
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MapRealEstate,
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MapViewMODPC,
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MapViewMODBank,
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MapViewMODSharedBank,
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MapViewMODLimbo,
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MapAltStorage,
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MapArchived,
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MapMail,
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MapGuildTrophyTribute,
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MapKrono,
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MapOther,
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_MapCount
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};
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enum InventoryMainTypes : int16 {
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MainCharm = 0,
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MainEar1,
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MainHead,
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MainFace,
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MainEar2,
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MainNeck,
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MainShoulders,
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MainArms,
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MainBack,
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MainWrist1,
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MainWrist2,
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MainRange,
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MainHands,
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MainPrimary,
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MainSecondary,
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MainFinger1,
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MainFinger2,
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MainChest,
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MainLegs,
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MainFeet,
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MainWaist,
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MainPowerSource = 9999, // temp
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MainAmmo = 21, // temp
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MainGeneral1,
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MainGeneral2,
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MainGeneral3,
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MainGeneral4,
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MainGeneral5,
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MainGeneral6,
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MainGeneral7,
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MainGeneral8,
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//MainGeneral9,
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//MainGeneral10,
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MainCursor,
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_MainCount
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};
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#define INVALID_INDEX -1
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#define NOT_USED 0
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#define NO_ITEM 0
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#define DB_ITEM_CONTAINER_SIZE 255 // probably need to move to database.h
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// yes..these are redundant... but, they help to identify and define what is actually being performed
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// plus, since they're pre-op's, they don't affect the actual binary size
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#define MAP_BEGIN 0
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