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Rework of eq_dictionary
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+5
-5
@@ -37,11 +37,11 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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{
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/* Set Character Creation Limit */
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ClientVersion client_version = ClientVersionFromBit(clientVersionBit);
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size_t character_limit = EQLimits::CharacterCreationLimit(client_version);
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size_t character_limit = EQEmu::Limits::CharacterCreationLimit(client_version);
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// Validate against absolute server max
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if (character_limit > EmuConstants::CHARACTER_CREATION_LIMIT)
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character_limit = EmuConstants::CHARACTER_CREATION_LIMIT;
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if (character_limit > EQEmu::Constants::CHARACTER_CREATION_LIMIT)
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character_limit = EQEmu::Constants::CHARACTER_CREATION_LIMIT;
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// Force Titanium clients to use '8'
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if (client_version == ClientVersion::Titanium)
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@@ -117,7 +117,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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cse->Gender = (uint8)atoi(row[2]);
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cse->Face = (uint8)atoi(row[15]);
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for (uint32 matslot = 0; matslot < _MaterialCount; matslot++) { // Processed below
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for (uint32 matslot = 0; matslot < MaterialCount; matslot++) { // Processed below
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cse->Equip[matslot].Material = 0;
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cse->Equip[matslot].Unknown1 = 0;
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cse->Equip[matslot].EliteMaterial = 0;
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@@ -223,7 +223,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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const ItemInst* inst = nullptr;
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int16 invslot = 0;
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for (uint32 matslot = 0; matslot < _MaterialCount; matslot++) {
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for (uint32 matslot = 0; matslot < MaterialCount; matslot++) {
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invslot = Inventory::CalcSlotFromMaterial(matslot);
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if (invslot == INVALID_INDEX) { continue; }
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inst = inv.GetItem(invslot);
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