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Added the initial references for two new dictionaries - EmuConstants and EQLimits..more to come.
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+5
-5
@@ -421,7 +421,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp)
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if(cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
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while(!client->GetInv().CursorEmpty())
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client->DeleteItemInInventory(SLOT_CURSOR, 0, false, false);
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client->DeleteItemInInventory(MainCursor, 0, false, false);
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}
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else { // only visible cursor made it to corpse (client >= Sof and RespawnFromHover = true)
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std::list<ItemInst*>::const_iterator start = client->GetInv().cursor_begin();
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@@ -1013,7 +1013,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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// Dont display the item if it's in a bag
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// Added cursor queue slots to corpse item visibility list. Nothing else should be making it to corpse.
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if(!IsPlayerCorpse() || item_data->equipSlot <= 30 || item_data->equipSlot == 9999 || tCanLoot>=3 ||
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if(!IsPlayerCorpse() || item_data->equipSlot <= MainCursor || item_data->equipSlot == MainPowerSource || tCanLoot>=3 ||
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(item_data->equipSlot >= 8000 && item_data->equipSlot <= 8999)) {
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if(i < corpselootlimit) {
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item = database.GetItem(item_data->item_id);
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@@ -1145,7 +1145,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app)
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if(inst->IsAugmented())
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{
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for(int i=0; i<MAX_AUGMENT_SLOTS; i++)
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for (int i = 0; i<EmuConstants::ITEM_COMMON_SIZE; i++)
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{
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ItemInst *itm = inst->GetAugment(i);
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if(itm)
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@@ -1227,11 +1227,11 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app)
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if(lootitem->auto_loot)
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{
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if(!client->AutoPutLootInInventory(*inst, true, true, bag_item_data))
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client->PutLootInInventory(SLOT_CURSOR, *inst, bag_item_data);
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client->PutLootInInventory(MainCursor, *inst, bag_item_data);
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}
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else
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{
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client->PutLootInInventory(SLOT_CURSOR, *inst, bag_item_data);
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client->PutLootInInventory(MainCursor, *inst, bag_item_data);
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}
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// Update any tasks that have an activity to loot this item.
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if(RuleB(TaskSystem, EnableTaskSystem))
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