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
+11 -11
View File
@@ -219,7 +219,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
// it is an improvement.
if (!item2->NoPet) {
for (int i=0; !found && i<MAX_WORN_INVENTORY; i++) {
for (int i = 0; !found && i<EmuConstants::EQUIPMENT_SIZE; i++) {
uint32 slots = (1 << i);
if (item2->Slots & slots) {
if(equipment[i])
@@ -260,7 +260,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
// @merth: IDFile size has been increased, this needs to change
uint16 emat;
if(item2->Material <= 0
|| item2->Slots & (1 << SLOT_PRIMARY | 1 << SLOT_SECONDARY)) {
|| item2->Slots & (1 << MainPrimary | 1 << MainSecondary)) {
memset(newid, 0, sizeof(newid));
for(int i=0;i<7;i++){
if (!isalpha(item2->IDFile[i])){
@@ -274,13 +274,13 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
emat = item2->Material;
}
if (foundslot == SLOT_PRIMARY) {
if (foundslot == MainPrimary) {
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
eslot = MaterialPrimary;
}
else if (foundslot == SLOT_SECONDARY
else if (foundslot == MainSecondary
&& (GetOwner() != nullptr || (GetLevel() >= 13 && MakeRandomInt(0,99) < NPC_DW_CHANCE) || (item2->Damage==0)) &&
(item2->ItemType == ItemType1HSlash || item2->ItemType == ItemType1HBlunt || item2->ItemType == ItemTypeShield ||
item2->ItemType == ItemType1HPiercing))
@@ -290,25 +290,25 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
eslot = MaterialSecondary;
}
else if (foundslot == SLOT_HEAD) {
else if (foundslot == MainHead) {
eslot = MaterialHead;
}
else if (foundslot == SLOT_CHEST) {
else if (foundslot == MainChest) {
eslot = MaterialChest;
}
else if (foundslot == SLOT_ARMS) {
else if (foundslot == MainArms) {
eslot = MaterialArms;
}
else if (foundslot == SLOT_BRACER01 || foundslot == SLOT_BRACER02) {
else if (foundslot == MainWrist1 || foundslot == MainWrist2) {
eslot = MaterialWrist;
}
else if (foundslot == SLOT_HANDS) {
else if (foundslot == MainHands) {
eslot = MaterialHands;
}
else if (foundslot == SLOT_LEGS) {
else if (foundslot == MainLegs) {
eslot = MaterialLegs;
}
else if (foundslot == SLOT_FEET) {
else if (foundslot == MainFeet) {
eslot = MaterialFeet;
}