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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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@@ -1184,7 +1184,7 @@ bool Client::PutItemInInventory(int16 slot_id, const EQ::ItemInstance& inst, boo
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// a lot of wasted checks and calls coded above...
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}
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void Client::PutLootInInventory(int16 slot_id, const EQ::ItemInstance &inst, ServerLootItem_Struct** bag_item_data)
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void Client::PutLootInInventory(int16 slot_id, const EQ::ItemInstance &inst, LootItem** bag_item_data)
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{
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LogInventory("Putting loot item [{}] ([{}]) into slot [{}]", inst.GetItem()->Name, inst.GetItem()->ID, slot_id);
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@@ -1296,7 +1296,7 @@ bool Client::TryStacking(EQ::ItemInstance* item, uint8 type, bool try_worn, bool
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// Locate an available space in inventory to place an item
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// and then put the item there
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// The change will be saved to the database
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bool Client::AutoPutLootInInventory(EQ::ItemInstance& inst, bool try_worn, bool try_cursor, ServerLootItem_Struct** bag_item_data)
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bool Client::AutoPutLootInInventory(EQ::ItemInstance& inst, bool try_worn, bool try_cursor, LootItem** bag_item_data)
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{
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// #1: Try to auto equip
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if (try_worn && inst.IsEquipable(GetBaseRace(), GetClass()) && inst.GetItem()->ReqLevel <= level && (!inst.GetItem()->Attuneable || inst.IsAttuned()) && inst.GetItem()->ItemType != EQ::item::ItemTypeAugmentation) {
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