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
+13 -13
View File
@@ -490,7 +490,7 @@ void NPC::CheckMinMaxLevel(Mob *them)
if(themlevel < (*cur)->min_level || themlevel > (*cur)->max_level)
{
material = Inventory::CalcMaterialFromSlot((*cur)->equip_slot);
if (material != EQEmu::textures::TextureInvalid)
if (material != EQEmu::textures::materialInvalid)
SendWearChange(material);
cur = itemlist.erase(cur);
@@ -750,8 +750,8 @@ void NPC::UpdateEquipmentLight()
m_Light.Type[EQEmu::lightsource::LightEquipment] = 0;
m_Light.Level[EQEmu::lightsource::LightEquipment] = 0;
for (int index = SLOT_BEGIN; index < EQEmu::legacy::EQUIPMENT_SIZE; ++index) {
if (index == EQEmu::legacy::SlotAmmo) { continue; }
for (int index = EQEmu::inventory::slotBegin; index < EQEmu::legacy::EQUIPMENT_SIZE; ++index) {
if (index == EQEmu::inventory::slotAmmo) { continue; }
auto item = database.GetItem(equipment[index]);
if (item == nullptr) { continue; }
@@ -1378,7 +1378,7 @@ uint32 ZoneDatabase::NPCSpawnDB(uint8 command, const char* zone, uint32 zone_ver
int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
{
if (material_slot >= EQEmu::textures::TextureCount)
if (material_slot >= EQEmu::textures::materialCount)
return 0;
int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
@@ -1389,23 +1389,23 @@ int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
{
switch(material_slot)
{
case EQEmu::textures::TextureHead:
case EQEmu::textures::armorHead:
return helmtexture;
case EQEmu::textures::TextureChest:
case EQEmu::textures::armorChest:
return texture;
case EQEmu::textures::TextureArms:
case EQEmu::textures::armorArms:
return armtexture;
case EQEmu::textures::TextureWrist:
case EQEmu::textures::armorWrist:
return bracertexture;
case EQEmu::textures::TextureHands:
case EQEmu::textures::armorHands:
return handtexture;
case EQEmu::textures::TextureLegs:
case EQEmu::textures::armorLegs:
return legtexture;
case EQEmu::textures::TextureFeet:
case EQEmu::textures::armorFeet:
return feettexture;
case EQEmu::textures::TexturePrimary:
case EQEmu::textures::weaponPrimary:
return d_melee_texture1;
case EQEmu::textures::TextureSecondary:
case EQEmu::textures::weaponSecondary:
return d_melee_texture2;
default:
//they have nothing in the slot, and its not a special slot... they get nothing.