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Rework of eq_dictionary
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+7
-7
@@ -153,7 +153,7 @@ uint32 ZoneDatabase::GetZoneFishing(uint32 ZoneID, uint8 skill, uint32 &npc_id,
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//we need this function to immediately determine, after we receive OP_Fishing, if we can even try to fish, otherwise we have to wait a while to get the failure
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bool Client::CanFish() {
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//make sure we still have a fishing pole on:
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const ItemInst* Pole = m_inv[MainPrimary];
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const ItemInst* Pole = m_inv[SlotPrimary];
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int32 bslot = m_inv.HasItemByUse(ItemTypeFishingBait, 1, invWhereWorn|invWherePersonal);
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const ItemInst* Bait = nullptr;
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if (bslot != INVALID_INDEX)
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@@ -258,7 +258,7 @@ 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 >= EmuConstants::GENERAL_BEGIN && Bait != nullptr && Bait->GetItem()->SkillModType == SkillFishing) {
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if (bslot >= EQEmu::Constants::GENERAL_BEGIN && Bait != nullptr && Bait->GetItem()->SkillModType == SkillFishing) {
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fishing_skill += Bait->GetItem()->SkillModValue;
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}
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@@ -317,12 +317,12 @@ void Client::GoFish()
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else
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{
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PushItemOnCursor(*inst);
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SendItemPacket(MainCursor, inst, ItemPacketSummonItem);
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SendItemPacket(SlotCursor, inst, ItemPacketSummonItem);
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if(RuleB(TaskSystem, EnableTaskSystem))
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UpdateTasksForItem(ActivityFish, food_id);
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safe_delete(inst);
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inst = m_inv.GetItem(MainCursor);
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inst = m_inv.GetItem(SlotCursor);
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}
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if(inst) {
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@@ -354,7 +354,7 @@ void Client::GoFish()
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//and then swap out items in primary slot... too lazy to fix right now
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if (zone->random.Int(0, 49) == 1) {
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Message_StringID(MT_Skills, FISHING_POLE_BROKE); //Your fishing pole broke!
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DeleteItemInInventory(MainPrimary, 0, true);
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DeleteItemInInventory(SlotPrimary, 0, true);
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}
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if(CheckIncreaseSkill(SkillFishing, nullptr, 5))
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@@ -433,12 +433,12 @@ void Client::ForageItem(bool guarantee) {
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}
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else {
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PushItemOnCursor(*inst);
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SendItemPacket(MainCursor, inst, ItemPacketSummonItem);
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SendItemPacket(SlotCursor, inst, ItemPacketSummonItem);
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if(RuleB(TaskSystem, EnableTaskSystem))
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UpdateTasksForItem(ActivityForage, foragedfood);
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safe_delete(inst);
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inst = m_inv.GetItem(MainCursor);
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inst = m_inv.GetItem(SlotCursor);
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}
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if(inst) {
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