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Change for 'general' slot range light source behavior
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+9
-7
@@ -1430,12 +1430,11 @@ void Corpse::UpdateEquipmentLight()
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auto item = database.GetItem((*iter)->item_id);
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if (item == nullptr) { continue; }
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if (m_Light.IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
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if (m_Light.IsLevelGreater(item->Light, m_Light.Type.Equipment))
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m_Light.Type.Equipment = item->Light;
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m_Light.Level.Equipment = m_Light.TypeToLevel(m_Light.Type.Equipment);
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}
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}
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uint8 general_light_type = 0;
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for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
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if ((*iter)->equip_slot < EmuConstants::GENERAL_BEGIN || (*iter)->equip_slot > EmuConstants::GENERAL_END) { continue; }
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@@ -1452,11 +1451,14 @@ void Corpse::UpdateEquipmentLight()
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break;
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}
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if (m_Light.IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
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m_Light.Type.Equipment = item->Light;
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m_Light.Level.Equipment = m_Light.TypeToLevel(m_Light.Type.Equipment);
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}
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if (m_Light.TypeToLevel(item->Light))
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general_light_type = item->Light;
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}
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if (m_Light.IsLevelGreater(general_light_type, m_Light.Type.Equipment))
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m_Light.Type.Equipment = general_light_type;
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m_Light.Level.Equipment = m_Light.TypeToLevel(m_Light.Type.Equipment);
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}
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void Corpse::AddLooter(Mob* who) {
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