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Change for 'general' slot range light source behavior
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+6
-2
@@ -1010,6 +1010,7 @@ uint8 Inventory::FindBrightestLightType()
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brightest_light_type = item->Light;
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}
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uint8 general_light_type = 0;
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for (auto iter = m_inv.begin(); iter != m_inv.end(); ++iter) {
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if (iter->first < EmuConstants::GENERAL_BEGIN || iter->first > EmuConstants::GENERAL_END) { continue; }
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@@ -1028,10 +1029,13 @@ uint8 Inventory::FindBrightestLightType()
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break;
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}
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if (LightProfile_Struct::IsLevelGreater(item->Light, brightest_light_type))
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brightest_light_type = item->Light;
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if (LightProfile_Struct::TypeToLevel(item->Light))
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general_light_type = item->Light;
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}
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if (LightProfile_Struct::IsLevelGreater(general_light_type, brightest_light_type))
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brightest_light_type = general_light_type;
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return brightest_light_type;
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}
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@@ -486,6 +486,8 @@ struct LightProfile_Struct
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- Client calls '__debugbreak' for type values > 127
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- If values > 0x0F are valid, then assignment limiters will need to be removed
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- MainCursor 'appears' to be a valid light source update slot..but, have not experienced updates during debug sessions
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- "Fire Beetle Eyes" are still causing issues in general slots (no item movement sound effect)
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- Wearable equipment types still register as valid light sources when in general slots (needs exemption criteria)
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*/
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static uint8 TypeToLevel(uint8 lightType);
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