mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Added class EQEmu::InventorySlot
This commit is contained in:
+47
-47
@@ -2800,7 +2800,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
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if (item && item->IsClassCommon())
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{
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != EQEmu::textures::TextureInvalid)
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if (matslot != EQEmu::textures::materialInvalid)
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{
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m_pp.item_material.Slot[matslot].Material = GetEquipmentMaterial(matslot);
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}
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@@ -3132,17 +3132,17 @@ void Client::Tell_StringID(uint32 string_id, const char *who, const char *messag
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}
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void Client::SetTint(int16 in_slot, uint32 color) {
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EQEmu::Tint_Struct new_color;
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EQEmu::textures::Tint_Struct new_color;
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new_color.Color = color;
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SetTint(in_slot, new_color);
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color);
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}
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// Still need to reconcile bracer01 versus bracer02
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void Client::SetTint(int16 in_slot, EQEmu::Tint_Struct& color) {
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void Client::SetTint(int16 in_slot, EQEmu::textures::Tint_Struct& color) {
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != EQEmu::textures::TextureInvalid)
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if (matslot != EQEmu::textures::materialInvalid)
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{
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m_pp.item_tint.Slot[matslot].Color = color.Color;
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
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@@ -3219,28 +3219,28 @@ void Client::LinkDead()
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uint8 Client::SlotConvert(uint8 slot,bool bracer){
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uint8 slot2 = 0; // why are we returning MainCharm instead of INVALID_INDEX? (must be a pre-charm segment...)
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if(bracer)
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return EQEmu::legacy::SlotWrist2;
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return EQEmu::inventory::slotWrist2;
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switch(slot) {
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case EQEmu::textures::TextureHead:
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slot2 = EQEmu::legacy::SlotHead;
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case EQEmu::textures::armorHead:
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slot2 = EQEmu::inventory::slotHead;
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break;
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case EQEmu::textures::TextureChest:
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slot2 = EQEmu::legacy::SlotChest;
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case EQEmu::textures::armorChest:
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slot2 = EQEmu::inventory::slotChest;
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break;
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case EQEmu::textures::TextureArms:
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slot2 = EQEmu::legacy::SlotArms;
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case EQEmu::textures::armorArms:
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slot2 = EQEmu::inventory::slotArms;
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break;
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case EQEmu::textures::TextureWrist:
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slot2 = EQEmu::legacy::SlotWrist1;
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case EQEmu::textures::armorWrist:
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slot2 = EQEmu::inventory::slotWrist1;
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break;
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case EQEmu::textures::TextureHands:
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slot2 = EQEmu::legacy::SlotHands;
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case EQEmu::textures::armorHands:
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slot2 = EQEmu::inventory::slotHands;
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break;
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case EQEmu::textures::TextureLegs:
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slot2 = EQEmu::legacy::SlotLegs;
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case EQEmu::textures::armorLegs:
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slot2 = EQEmu::inventory::slotLegs;
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break;
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case EQEmu::textures::TextureFeet:
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slot2 = EQEmu::legacy::SlotFeet;
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case EQEmu::textures::armorFeet:
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slot2 = EQEmu::inventory::slotFeet;
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break;
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}
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return slot2;
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@@ -3249,26 +3249,26 @@ uint8 Client::SlotConvert(uint8 slot,bool bracer){
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uint8 Client::SlotConvert2(uint8 slot){
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uint8 slot2 = 0; // same as above...
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switch(slot){
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case EQEmu::legacy::SlotHead:
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slot2 = EQEmu::textures::TextureHead;
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case EQEmu::inventory::slotHead:
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slot2 = EQEmu::textures::armorHead;
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break;
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case EQEmu::legacy::SlotChest:
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slot2 = EQEmu::textures::TextureChest;
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case EQEmu::inventory::slotChest:
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slot2 = EQEmu::textures::armorChest;
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break;
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case EQEmu::legacy::SlotArms:
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slot2 = EQEmu::textures::TextureArms;
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case EQEmu::inventory::slotArms:
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slot2 = EQEmu::textures::armorArms;
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break;
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case EQEmu::legacy::SlotWrist1:
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slot2 = EQEmu::textures::TextureWrist;
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case EQEmu::inventory::slotWrist1:
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slot2 = EQEmu::textures::armorWrist;
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break;
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case EQEmu::legacy::SlotHands:
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slot2 = EQEmu::textures::TextureHands;
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case EQEmu::inventory::slotHands:
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slot2 = EQEmu::textures::armorHands;
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break;
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case EQEmu::legacy::SlotLegs:
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slot2 = EQEmu::textures::TextureLegs;
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case EQEmu::inventory::slotLegs:
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slot2 = EQEmu::textures::armorLegs;
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break;
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case EQEmu::legacy::SlotFeet:
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slot2 = EQEmu::textures::TextureFeet;
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case EQEmu::inventory::slotFeet:
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slot2 = EQEmu::textures::armorFeet;
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break;
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}
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return slot2;
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@@ -4268,14 +4268,14 @@ bool Client::GroupFollow(Client* inviter) {
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uint16 Client::GetPrimarySkillValue()
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{
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EQEmu::skills::SkillType skill = EQEmu::skills::HIGHEST_SKILL; //because nullptr == 0, which is 1H Slashing, & we want it to return 0 from GetSkill
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bool equiped = m_inv.GetItem(EQEmu::legacy::SlotPrimary);
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bool equiped = m_inv.GetItem(EQEmu::inventory::slotPrimary);
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if (!equiped)
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skill = EQEmu::skills::SkillHandtoHand;
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else {
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uint8 type = m_inv.GetItem(EQEmu::legacy::SlotPrimary)->GetItem()->ItemType; //is this the best way to do this?
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uint8 type = m_inv.GetItem(EQEmu::inventory::slotPrimary)->GetItem()->ItemType; //is this the best way to do this?
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switch (type) {
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case EQEmu::item::ItemType1HSlash: // 1H Slashing
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@@ -5785,7 +5785,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
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}
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}
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inst = requestee->GetInv().GetItem(EQEmu::legacy::SlotPowerSource);
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inst = requestee->GetInv().GetItem(EQEmu::inventory::slotPowerSource);
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if(inst) {
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item = inst->GetItem();
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@@ -5799,7 +5799,7 @@ void Client::ProcessInspectRequest(Client* requestee, Client* requester) {
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insr->itemicons[SoF::invslot::PossessionsPowerSource] = 0xFFFFFFFF;
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}
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inst = requestee->GetInv().GetItem(EQEmu::legacy::SlotAmmo);
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inst = requestee->GetInv().GetItem(EQEmu::inventory::slotAmmo);
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if(inst) {
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item = inst->GetItem();
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@@ -6341,8 +6341,8 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->Corrup = GetCorrup();
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made_npc->PhR = GetPhR();
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// looks
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made_npc->texture = GetEquipmentMaterial(EQEmu::textures::TextureChest);
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made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::TextureHead);
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made_npc->texture = GetEquipmentMaterial(EQEmu::textures::armorChest);
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made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::armorHead);
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made_npc->haircolor = GetHairColor();
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made_npc->beardcolor = GetBeardColor();
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made_npc->eyecolor1 = GetEyeColor1();
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@@ -6353,9 +6353,9 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->drakkin_heritage = GetDrakkinHeritage();
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made_npc->drakkin_tattoo = GetDrakkinTattoo();
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made_npc->drakkin_details = GetDrakkinDetails();
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made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::TexturePrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::TextureSecondary);
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for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTexture; i++) {
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made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::weaponPrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::weaponSecondary);
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for (int i = EQEmu::textures::textureBegin; i <= EQEmu::textures::LastTexture; i++) {
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made_npc->armor_tint.Slot[i].Color = GetEquipmentColor(i);
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}
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made_npc->loottable_id = 0;
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@@ -8061,7 +8061,7 @@ void Client::TickItemCheck()
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TryItemTick(i);
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}
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//Scan main inventory + cursor
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for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::SlotCursor; i++)
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for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::inventory::slotCursor; i++)
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{
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TryItemTick(i);
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}
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@@ -8092,7 +8092,7 @@ void Client::TryItemTick(int slot)
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//Only look at augs in main inventory
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if (slot > EQEmu::legacy::EQUIPMENT_END) { return; }
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for (int x = AUG_INDEX_BEGIN; x < EQEmu::legacy::ITEM_COMMON_SIZE; ++x)
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for (int x = EQEmu::inventory::socketBegin; x < EQEmu::inventory::SocketCount; ++x)
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{
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EQEmu::ItemInstance * a_inst = inst->GetAugment(x);
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if(!a_inst) { continue; }
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@@ -8118,7 +8118,7 @@ void Client::ItemTimerCheck()
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TryItemTimer(i);
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}
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for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::legacy::SlotCursor; i++)
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for (i = EQEmu::legacy::GENERAL_BEGIN; i <= EQEmu::inventory::slotCursor; i++)
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{
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TryItemTimer(i);
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}
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@@ -8149,7 +8149,7 @@ void Client::TryItemTimer(int slot)
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return;
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}
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for (int x = AUG_INDEX_BEGIN; x < EQEmu::legacy::ITEM_COMMON_SIZE; ++x)
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for (int x = EQEmu::inventory::socketBegin; x < EQEmu::inventory::SocketCount; ++x)
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{
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EQEmu::ItemInstance * a_inst = inst->GetAugment(x);
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if(!a_inst) {
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@@ -8482,7 +8482,7 @@ void Client::QuestReward(Mob* target, uint32 copper, uint32 silver, uint32 gold,
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AddMoneyToPP(copper, silver, gold, platinum, false);
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if (itemid > 0)
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SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, EQEmu::legacy::SlotPowerSource);
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SummonItem(itemid, 0, 0, 0, 0, 0, 0, false, EQEmu::inventory::slotPowerSource);
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if (faction)
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{
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