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https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Reintegration of inventory-based EQDictionary references
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+11
-11
@@ -624,7 +624,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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snprintf(effect_desc, _EDLEN, "Flesh To Bone");
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#endif
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if(IsClient()){
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EQEmu::ItemInstance* transI = CastToClient()->GetInv().GetItem(EQEmu::inventory::slotCursor);
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EQEmu::ItemInstance* transI = CastToClient()->GetInv().GetItem(EQEmu::invslot::slotCursor);
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if (transI && transI->IsClassCommon() && transI->IsStackable()){
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uint32 fcharges = transI->GetCharges();
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//Does it sound like meat... maybe should check if it looks like meat too...
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@@ -634,7 +634,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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strstr(transI->GetItem()->Name, "Flesh") ||
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strstr(transI->GetItem()->Name, "parts") ||
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strstr(transI->GetItem()->Name, "Parts")){
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CastToClient()->DeleteItemInInventory(EQEmu::inventory::slotCursor, fcharges, true);
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CastToClient()->DeleteItemInInventory(EQEmu::invslot::slotCursor, fcharges, true);
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CastToClient()->SummonItem(13073, fcharges);
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}
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else{
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@@ -1176,7 +1176,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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if (SummonedItem) {
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c->PushItemOnCursor(*SummonedItem);
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c->SendItemPacket(EQEmu::inventory::slotCursor, SummonedItem, ItemPacketLimbo);
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c->SendItemPacket(EQEmu::invslot::slotCursor, SummonedItem, ItemPacketLimbo);
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safe_delete(SummonedItem);
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}
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SummonedItem = database.CreateItem(spell.base[i], charges);
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@@ -2213,7 +2213,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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snprintf(effect_desc, _EDLEN, "Rampage");
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#endif
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if(caster)
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entity_list.AEAttack(caster, 30, EQEmu::inventory::slotPrimary, 0, true); // on live wars dont get a duration ramp, its a one shot deal
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entity_list.AEAttack(caster, 30, EQEmu::invslot::slotPrimary, 0, true); // on live wars dont get a duration ramp, its a one shot deal
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break;
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}
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@@ -3015,7 +3015,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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if (SummonedItem) {
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Client *c=CastToClient();
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c->PushItemOnCursor(*SummonedItem);
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c->SendItemPacket(EQEmu::inventory::slotCursor, SummonedItem, ItemPacketLimbo);
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c->SendItemPacket(EQEmu::invslot::slotCursor, SummonedItem, ItemPacketLimbo);
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safe_delete(SummonedItem);
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}
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@@ -5169,7 +5169,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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const EQEmu::ItemData* TempItem = nullptr;
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for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
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for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; x++)
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{
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if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
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continue;
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@@ -5189,7 +5189,7 @@ uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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}
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}
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for (int y = EQEmu::inventory::socketBegin; y < EQEmu::inventory::SocketCount; ++y)
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for (int y = EQEmu::invaug::SOCKET_BEGIN; y <= EQEmu::invaug::SOCKET_END; ++y)
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{
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if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
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continue;
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@@ -5304,7 +5304,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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int16 focus_max_real = 0;
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//item focus
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for (int x = EQEmu::legacy::EQUIPMENT_BEGIN; x <= EQEmu::legacy::EQUIPMENT_END; x++)
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for (int x = EQEmu::invslot::EQUIPMENT_BEGIN; x <= EQEmu::invslot::EQUIPMENT_END; x++)
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{
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TempItem = nullptr;
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EQEmu::ItemInstance* ins = GetInv().GetItem(x);
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@@ -5338,7 +5338,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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}
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}
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for (int y = EQEmu::inventory::socketBegin; y < EQEmu::inventory::SocketCount; ++y)
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for (int y = EQEmu::invaug::SOCKET_BEGIN; y <= EQEmu::invaug::SOCKET_END; ++y)
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{
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EQEmu::ItemInstance *aug = nullptr;
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aug = ins->GetAugment(y);
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@@ -5376,7 +5376,7 @@ int16 Client::GetFocusEffect(focusType type, uint16 spell_id)
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}
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//Tribute Focus
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for (int x = EQEmu::legacy::TRIBUTE_BEGIN; x <= EQEmu::legacy::TRIBUTE_END; ++x)
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for (int x = EQEmu::invslot::TRIBUTE_BEGIN; x <= EQEmu::invslot::TRIBUTE_END; ++x)
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{
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TempItem = nullptr;
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EQEmu::ItemInstance* ins = GetInv().GetItem(x);
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@@ -5576,7 +5576,7 @@ int16 NPC::GetFocusEffect(focusType type, uint16 spell_id) {
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int16 focus_max_real = 0;
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//item focus
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for (int i = 0; i < EQEmu::legacy::EQUIPMENT_SIZE; i++){
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for (int i = EQEmu::invslot::EQUIPMENT_BEGIN; i <= EQEmu::invslot::EQUIPMENT_END; i++){
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const EQEmu::ItemData *cur = database.GetItem(equipment[i]);
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if(!cur)
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