Added the initial references for two new dictionaries - EmuConstants and EQLimits..more to come.

This commit is contained in:
Uleat
2014-07-16 21:23:16 -04:00
parent b7e36feeeb
commit d7c2d6108f
42 changed files with 1323 additions and 662 deletions
+5 -5
View File
@@ -421,7 +421,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp)
if(cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
while(!client->GetInv().CursorEmpty())
client->DeleteItemInInventory(SLOT_CURSOR, 0, false, false);
client->DeleteItemInInventory(MainCursor, 0, false, false);
}
else { // only visible cursor made it to corpse (client >= Sof and RespawnFromHover = true)
std::list<ItemInst*>::const_iterator start = client->GetInv().cursor_begin();
@@ -1013,7 +1013,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
// Dont display the item if it's in a bag
// Added cursor queue slots to corpse item visibility list. Nothing else should be making it to corpse.
if(!IsPlayerCorpse() || item_data->equipSlot <= 30 || item_data->equipSlot == 9999 || tCanLoot>=3 ||
if(!IsPlayerCorpse() || item_data->equipSlot <= MainCursor || item_data->equipSlot == MainPowerSource || tCanLoot>=3 ||
(item_data->equipSlot >= 8000 && item_data->equipSlot <= 8999)) {
if(i < corpselootlimit) {
item = database.GetItem(item_data->item_id);
@@ -1145,7 +1145,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app)
if(inst->IsAugmented())
{
for(int i=0; i<MAX_AUGMENT_SLOTS; i++)
for (int i = 0; i<EmuConstants::ITEM_COMMON_SIZE; i++)
{
ItemInst *itm = inst->GetAugment(i);
if(itm)
@@ -1227,11 +1227,11 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app)
if(lootitem->auto_loot)
{
if(!client->AutoPutLootInInventory(*inst, true, true, bag_item_data))
client->PutLootInInventory(SLOT_CURSOR, *inst, bag_item_data);
client->PutLootInInventory(MainCursor, *inst, bag_item_data);
}
else
{
client->PutLootInInventory(SLOT_CURSOR, *inst, bag_item_data);
client->PutLootInInventory(MainCursor, *inst, bag_item_data);
}
// Update any tasks that have an activity to loot this item.
if(RuleB(TaskSystem, EnableTaskSystem))