Added class EQEmu::InventorySlot

This commit is contained in:
Uleat
2016-10-16 21:36:39 -04:00
parent 8b5dd58e96
commit bfd07b1010
69 changed files with 1852 additions and 1391 deletions
+19 -19
View File
@@ -313,7 +313,7 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
// @merth: IDFile size has been increased, this needs to change
uint16 emat;
if(item2->Material <= 0
|| item2->Slots & (1 << EQEmu::legacy::SlotPrimary | 1 << EQEmu::legacy::SlotSecondary)) {
|| item2->Slots & (1 << EQEmu::inventory::slotPrimary | 1 << EQEmu::inventory::slotSecondary)) {
memset(newid, 0, sizeof(newid));
for(int i=0;i<7;i++){
if (!isalpha(item2->IDFile[i])){
@@ -327,47 +327,47 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
emat = item2->Material;
}
if (foundslot == EQEmu::legacy::SlotPrimary) {
if (foundslot == EQEmu::inventory::slotPrimary) {
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = EQEmu::textures::TexturePrimary;
eslot = EQEmu::textures::weaponPrimary;
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
if (item2->IsType2HWeapon())
SetTwoHanderEquipped(true);
}
else if (foundslot == EQEmu::legacy::SlotSecondary
else if (foundslot == EQEmu::inventory::slotSecondary
&& (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) &&
(item2->IsType1HWeapon() || item2->ItemType == EQEmu::item::ItemTypeShield))
{
if (item2->Proc.Effect!=0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = EQEmu::textures::TextureSecondary;
eslot = EQEmu::textures::weaponSecondary;
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
else if (foundslot == EQEmu::legacy::SlotHead) {
eslot = EQEmu::textures::TextureHead;
else if (foundslot == EQEmu::inventory::slotHead) {
eslot = EQEmu::textures::armorHead;
}
else if (foundslot == EQEmu::legacy::SlotChest) {
eslot = EQEmu::textures::TextureChest;
else if (foundslot == EQEmu::inventory::slotChest) {
eslot = EQEmu::textures::armorChest;
}
else if (foundslot == EQEmu::legacy::SlotArms) {
eslot = EQEmu::textures::TextureArms;
else if (foundslot == EQEmu::inventory::slotArms) {
eslot = EQEmu::textures::armorArms;
}
else if (foundslot == EQEmu::legacy::SlotWrist1 || foundslot == EQEmu::legacy::SlotWrist2) {
eslot = EQEmu::textures::TextureWrist;
else if (foundslot == EQEmu::inventory::slotWrist1 || foundslot == EQEmu::inventory::slotWrist2) {
eslot = EQEmu::textures::armorWrist;
}
else if (foundslot == EQEmu::legacy::SlotHands) {
eslot = EQEmu::textures::TextureHands;
else if (foundslot == EQEmu::inventory::slotHands) {
eslot = EQEmu::textures::armorHands;
}
else if (foundslot == EQEmu::legacy::SlotLegs) {
eslot = EQEmu::textures::TextureLegs;
else if (foundslot == EQEmu::inventory::slotLegs) {
eslot = EQEmu::textures::armorLegs;
}
else if (foundslot == EQEmu::legacy::SlotFeet) {
eslot = EQEmu::textures::TextureFeet;
else if (foundslot == EQEmu::inventory::slotFeet) {
eslot = EQEmu::textures::armorFeet;
}
/*