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Added class EQEmu::InventorySlot
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+7
-7
@@ -278,7 +278,7 @@ Mob::Mob(const char* in_name,
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RangedProcs[j].level_override = -1;
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}
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for (i = 0; i < EQEmu::textures::TextureCount; i++)
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for (i = EQEmu::textures::textureBegin; i < EQEmu::textures::materialCount; i++)
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{
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armor_tint.Slot[i].Color = in_armor_tint.Slot[i].Color;
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}
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@@ -1158,8 +1158,8 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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if (Mob::IsPlayerRace(race) || i > 6)
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{
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ns->spawn.equipment.Slot[i].Material = GetEquipmentMaterial(i);
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ns->spawn.equipment.Slot[i].EliteMaterial = IsEliteMaterialItem(i);
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ns->spawn.equipment.Slot[i].HeroForgeModel = GetHerosForgeModel(i);
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ns->spawn.equipment.Slot[i].EliteModel = IsEliteMaterialItem(i);
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ns->spawn.equipment.Slot[i].HeroicModel = GetHerosForgeModel(i);
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ns->spawn.equipment_tint.Slot[i].Color = GetEquipmentColor(i);
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}
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}
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@@ -2374,8 +2374,8 @@ bool Mob::CanThisClassDualWield(void) const {
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return(GetSkill(EQEmu::skills::SkillDualWield) > 0);
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}
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else if (CastToClient()->HasSkill(EQEmu::skills::SkillDualWield)) {
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const EQEmu::ItemInstance* pinst = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotPrimary);
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const EQEmu::ItemInstance* sinst = CastToClient()->GetInv().GetItem(EQEmu::legacy::SlotSecondary);
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const EQEmu::ItemInstance* pinst = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotPrimary);
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const EQEmu::ItemInstance* sinst = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotSecondary);
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// 2HS, 2HB, or 2HP
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if(pinst && pinst->IsWeapon()) {
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@@ -2858,7 +2858,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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if (item != 0)
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{
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// For primary and secondary we need the model, not the material
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if (material_slot == EQEmu::textures::TexturePrimary || material_slot == EQEmu::textures::TextureSecondary)
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if (material_slot == EQEmu::textures::weaponPrimary || material_slot == EQEmu::textures::weaponSecondary)
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{
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if (this->IsClient())
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{
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@@ -2902,7 +2902,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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int32 Mob::GetHerosForgeModel(uint8 material_slot) const
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{
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uint32 HeroModel = 0;
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if (material_slot >= 0 && material_slot < EQEmu::textures::TexturePrimary)
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if (material_slot >= 0 && material_slot < EQEmu::textures::weaponPrimary)
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{
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uint32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
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const EQEmu::ItemData *item;
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