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[Loot] Remove from shared memory, simplification (#3988)
* First pass of pulling loot out of shared memory, functional * More code cleanup * More cleanup * More cleanup * More cleanup * Add loot reload type * Reload, logging * Update npc.h * Cleanup * Logging, don't load attempt to load loottable id 0 * Update worldserver.cpp * Update client.cpp * Update zone_loot.cpp * PR feedback * Update zone.cpp * Memory leak suggestion * Update CMakeLists.txt * Post rebase issues
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@@ -986,11 +986,11 @@ public:
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bool SwapItem(MoveItem_Struct* move_in);
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void SwapItemResync(MoveItem_Struct* move_slots);
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void QSSwapItemAuditor(MoveItem_Struct* move_in, bool postaction_call = false);
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void PutLootInInventory(int16 slot_id, const EQ::ItemInstance &inst, ServerLootItem_Struct** bag_item_data = 0);
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bool AutoPutLootInInventory(EQ::ItemInstance& inst, bool try_worn = false, bool try_cursor = true, ServerLootItem_Struct** bag_item_data = 0);
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void PutLootInInventory(int16 slot_id, const EQ::ItemInstance &inst, LootItem** bag_item_data = 0);
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bool AutoPutLootInInventory(EQ::ItemInstance& inst, bool try_worn = false, bool try_cursor = true, LootItem** bag_item_data = 0);
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bool SummonItem(uint32 item_id, int16 charges = -1, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0, bool attuned = false, uint16 to_slot = EQ::invslot::slotCursor, uint32 ornament_icon = 0, uint32 ornament_idfile = 0, uint32 ornament_hero_model = 0);
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void SummonItemIntoInventory(uint32 item_id, int16 charges = -1, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0, uint32 aug6 = 0, bool is_attuned = false);
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void SummonBaggedItems(uint32 bag_item_id, const std::vector<ServerLootItem_Struct>& bag_items);
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void SummonBaggedItems(uint32 bag_item_id, const std::vector<LootItem>& bag_items);
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void SetStats(uint8 type,int16 set_val);
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void IncStats(uint8 type,int16 increase_val);
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void DropItem(int16 slot_id, bool recurse = true);
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