Rework of eq_dictionary

This commit is contained in:
Uleat
2016-04-07 17:21:55 -04:00
parent 6ea061dc55
commit e75a53b775
70 changed files with 2786 additions and 2779 deletions
+11 -11
View File
@@ -272,7 +272,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
// it is an improvement.
if (!item2->NoPet) {
for (int i = 0; !found && i<EmuConstants::EQUIPMENT_SIZE; i++) {
for (int i = 0; !found && i < EQEmu::Constants::EQUIPMENT_SIZE; i++) {
uint32 slots = (1 << i);
if (item2->Slots & slots) {
if(equipment[i])
@@ -313,7 +313,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
// @merth: IDFile size has been increased, this needs to change
uint16 emat;
if(item2->Material <= 0
|| item2->Slots & (1 << MainPrimary | 1 << MainSecondary)) {
|| item2->Slots & (1 << SlotPrimary | 1 << SlotSecondary)) {
memset(newid, 0, sizeof(newid));
for(int i=0;i<7;i++){
if (!isalpha(item2->IDFile[i])){
@@ -327,7 +327,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
emat = item2->Material;
}
if (foundslot == MainPrimary) {
if (foundslot == SlotPrimary) {
if (item2->Proc.Effect != 0)
CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
@@ -337,7 +337,7 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
if (item2->ItemType == ItemType2HBlunt || item2->ItemType == ItemType2HSlash || item2->ItemType == ItemType2HPiercing)
SetTwoHanderEquipped(true);
}
else if (foundslot == MainSecondary
else if (foundslot == SlotSecondary
&& (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) &&
(item2->ItemType == ItemType1HSlash || item2->ItemType == ItemType1HBlunt || item2->ItemType == ItemTypeShield ||
item2->ItemType == ItemType1HPiercing))
@@ -349,25 +349,25 @@ void NPC::AddLootDrop(const Item_Struct *item2, ItemList* itemlist, int16 charge
if (item2->Damage > 0)
SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
}
else if (foundslot == MainHead) {
else if (foundslot == SlotHead) {
eslot = MaterialHead;
}
else if (foundslot == MainChest) {
else if (foundslot == SlotChest) {
eslot = MaterialChest;
}
else if (foundslot == MainArms) {
else if (foundslot == SlotArms) {
eslot = MaterialArms;
}
else if (foundslot == MainWrist1 || foundslot == MainWrist2) {
else if (foundslot == SlotWrist1 || foundslot == SlotWrist2) {
eslot = MaterialWrist;
}
else if (foundslot == MainHands) {
else if (foundslot == SlotHands) {
eslot = MaterialHands;
}
else if (foundslot == MainLegs) {
else if (foundslot == SlotLegs) {
eslot = MaterialLegs;
}
else if (foundslot == MainFeet) {
else if (foundslot == SlotFeet) {
eslot = MaterialFeet;
}