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Reintegration of inventory-based EQDictionary references
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+6
-6
@@ -328,7 +328,7 @@ void Object::Delete(bool reset_state)
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}
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const EQEmu::ItemInstance* Object::GetItem(uint8 index) {
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if (index < EQEmu::legacy::TYPE_WORLD_SIZE) {
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if (index < EQEmu::invtype::WORLD_SIZE) {
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return m_inst->GetItem(index);
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}
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@@ -366,7 +366,7 @@ void Object::Close() {
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EQEmu::ItemInstance* container = this->m_inst;
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if(container != nullptr)
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{
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for (uint8 i = EQEmu::inventory::containerBegin; i < EQEmu::inventory::ContainerCount; i++)
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for (uint8 i = EQEmu::invbag::SLOT_BEGIN; i <= EQEmu::invbag::SLOT_END; i++)
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{
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EQEmu::ItemInstance* inst = container->PopItem(i);
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if(inst != nullptr)
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@@ -522,11 +522,11 @@ bool Object::HandleClick(Client* sender, const ClickObject_Struct* click_object)
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// Transfer item to client
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sender->PutItemInInventory(EQEmu::inventory::slotCursor, *m_inst, false);
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sender->SendItemPacket(EQEmu::inventory::slotCursor, m_inst, ItemPacketTrade);
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sender->PutItemInInventory(EQEmu::invslot::slotCursor, *m_inst, false);
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sender->SendItemPacket(EQEmu::invslot::slotCursor, m_inst, ItemPacketTrade);
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if(cursordelete) // delete the item if it's a duplicate lore. We have to do this because the client expects the item packet
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sender->DeleteItemInInventory(EQEmu::inventory::slotCursor);
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sender->DeleteItemInInventory(EQEmu::invslot::slotCursor);
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if(!m_ground_spawn)
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safe_delete(m_inst);
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@@ -603,7 +603,7 @@ bool Object::HandleClick(Client* sender, const ClickObject_Struct* click_object)
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auto outapp = new EQApplicationPacket(OP_ClientReady, 0);
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sender->QueuePacket(outapp);
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safe_delete(outapp);
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for (uint8 i = EQEmu::inventory::containerBegin; i < EQEmu::inventory::ContainerCount; i++) {
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for (uint8 i = EQEmu::invbag::SLOT_BEGIN; i <= EQEmu::invbag::SLOT_END; i++) {
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const EQEmu::ItemInstance* inst = m_inst->GetItem(i);
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if (inst) {
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//sender->GetInv().PutItem(i+4000,inst);
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