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Reintegration of inventory-based EQDictionary references
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@@ -552,7 +552,7 @@ int32 Client::GetRawItemAC()
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{
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int32 Total = 0;
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// this skips MainAmmo..add an '=' conditional if that slot is required (original behavior)
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for (int16 slot_id = EQEmu::legacy::EQUIPMENT_BEGIN; slot_id < EQEmu::legacy::EQUIPMENT_END; slot_id++) {
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for (int16 slot_id = EQEmu::invslot::BONUS_BEGIN; slot_id <= EQEmu::invslot::BONUS_STAT_END; slot_id++) {
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const EQEmu::ItemInstance* inst = m_inv[slot_id];
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if (inst && inst->IsClassCommon()) {
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Total += inst->GetItem()->AC;
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@@ -1319,7 +1319,7 @@ uint32 Client::CalcCurrentWeight()
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EQEmu::ItemInstance* ins = nullptr;
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uint32 Total = 0;
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int x;
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for (x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::inventory::slotCursor; x++) { // include cursor or not?
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for (x = EQEmu::invslot::POSSESSIONS_BEGIN; x <= EQEmu::invslot::POSSESSIONS_END; x++) {
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TempItem = 0;
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ins = GetInv().GetItem(x);
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if (ins) {
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@@ -1329,7 +1329,7 @@ uint32 Client::CalcCurrentWeight()
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Total += TempItem->Weight;
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}
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}
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for (x = EQEmu::legacy::GENERAL_BAGS_BEGIN; x <= EQEmu::legacy::GENERAL_BAGS_END; x++) { // include cursor bags or not?
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for (x = EQEmu::invbag::GENERAL_BAGS_BEGIN; x <= EQEmu::invbag::CURSOR_BAG_END; x++) {
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int TmpWeight = 0;
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TempItem = 0;
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ins = GetInv().GetItem(x);
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@@ -1342,9 +1342,9 @@ uint32 Client::CalcCurrentWeight()
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if (TmpWeight > 0) {
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// this code indicates that weight redux bags can only be in the first general inventory slot to be effective...
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// is this correct? or can we scan for the highest weight redux and use that? (need client verifications)
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int bagslot = EQEmu::inventory::slotGeneral1;
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int bagslot = EQEmu::invslot::slotGeneral1;
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int reduction = 0;
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for (int m = EQEmu::legacy::GENERAL_BAGS_BEGIN + 10; m <= EQEmu::legacy::GENERAL_BAGS_END; m += 10) { // include cursor bags or not?
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for (int m = EQEmu::invbag::GENERAL_BAGS_BEGIN + EQEmu::invbag::SLOT_COUNT; m <= EQEmu::invbag::CURSOR_BAG_END; m += EQEmu::invbag::SLOT_COUNT) {
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if (x >= m) {
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bagslot += 1;
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}
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@@ -2293,12 +2293,12 @@ int Client::GetRawACNoShield(int &shield_ac) const
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{
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int ac = itembonuses.AC + spellbonuses.AC + aabonuses.AC;
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shield_ac = 0;
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const EQEmu::ItemInstance *inst = m_inv.GetItem(EQEmu::inventory::slotSecondary);
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const EQEmu::ItemInstance *inst = m_inv.GetItem(EQEmu::invslot::slotSecondary);
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if (inst) {
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if (inst->GetItem()->ItemType == EQEmu::item::ItemTypeShield) {
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ac -= inst->GetItem()->AC;
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shield_ac = inst->GetItem()->AC;
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for (uint8 i = EQEmu::inventory::socketBegin; i < EQEmu::inventory::SocketCount; i++) {
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for (uint8 i = EQEmu::invaug::SOCKET_BEGIN; i <= EQEmu::invaug::SOCKET_END; i++) {
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if (inst->GetAugment(i)) {
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ac -= inst->GetAugment(i)->GetItem()->AC;
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shield_ac += inst->GetAugment(i)->GetItem()->AC;
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