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[Feature] Implement Big Bags (#4606)
* [Feature] Implement "Big Bags" * Update worlddb.cpp * Update shareddb.cpp * Cleanup * Cleanup * Add slot ID conversions * Update shareddb.cpp * Update database_update_manifest.cpp * Update database_update_manifest.cpp * Update database_update_manifest.cpp * Update database_update_manifest.cpp * Update ruletypes.h * Update database_update_manifest.cpp * Inventory load fix * Wrap Handle_OP_MoveItem in a transaction, taking 200+ queries from 200ms+ to 5-20ms * Speed up lazy loading * [Performance] Significantly Improve Client Network Resends * Improve resend algorithm to be exact about when to resend * Manifest merge * Update database_update_manifest.cpp * Post merge * Add forced interactive update --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -845,7 +845,7 @@ LootItem *Corpse::GetItem(uint16 lootslot, LootItem **bag_item_data)
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// convert above code to for loop
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for (const auto &item: m_item_list) {
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if (item->equip_slot >= bagstart && item->equip_slot < bagstart + 10) {
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if (item->equip_slot >= bagstart && item->equip_slot < bagstart + EQ::invbag::SLOT_COUNT) {
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bag_item_data[item->equip_slot - bagstart] = item;
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}
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}
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@@ -1472,7 +1472,7 @@ void Corpse::LootCorpseItem(Client *c, const EQApplicationPacket *app)
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const EQ::ItemData *item = nullptr;
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EQ::ItemInstance *inst = nullptr;
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LootItem *item_data = nullptr, *bag_item_data[10] = {};
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LootItem *item_data = nullptr, *bag_item_data[EQ::invbag::SLOT_COUNT] = {};
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memset(bag_item_data, 0, sizeof(bag_item_data));
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if (GetPlayerKillItem() > 1) {
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