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Converted SkillType typedef enumeration to SkillUseTypes enumeration
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+6
-6
@@ -294,7 +294,7 @@ void Client::GoFish()
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//success formula is not researched at all
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int fishing_skill = GetSkill(FISHING); //will take into account skill bonuses on pole & bait
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int fishing_skill = GetSkill(SkillFishing); //will take into account skill bonuses on pole & bait
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//make sure we still have a fishing pole on:
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int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal);
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@@ -303,7 +303,7 @@ void Client::GoFish()
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Bait = m_inv.GetItem(bslot);
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//if the bait isnt equipped, need to add its skill bonus
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if(bslot >= IDX_INV && Bait->GetItem()->SkillModType == FISHING) {
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if(bslot >= IDX_INV && Bait->GetItem()->SkillModType == SkillFishing) {
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fishing_skill += Bait->GetItem()->SkillModValue;
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}
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@@ -398,16 +398,16 @@ void Client::GoFish()
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DeleteItemInInventory(13,0,true);
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}
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if(CheckIncreaseSkill(FISHING, nullptr, 5))
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if(CheckIncreaseSkill(SkillFishing, nullptr, 5))
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{
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if(title_manager.IsNewTradeSkillTitleAvailable(FISHING, GetRawSkill(FISHING)))
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if(title_manager.IsNewTradeSkillTitleAvailable(SkillFishing, GetRawSkill(SkillFishing)))
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NotifyNewTitlesAvailable();
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}
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}
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void Client::ForageItem(bool guarantee) {
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int skill_level = GetSkill(FORAGE);
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int skill_level = GetSkill(SkillForage);
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//be wary of the string ids in switch below when changing this.
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uint32 common_food_ids[MAX_COMMON_FOOD_IDS] = {
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@@ -498,7 +498,7 @@ void Client::ForageItem(bool guarantee) {
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parse->EventPlayer(EVENT_FORAGE_FAILURE, this, "", 0);
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}
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CheckIncreaseSkill(FORAGE, nullptr, 5);
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CheckIncreaseSkill(SkillForage, nullptr, 5);
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}
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