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
+4 -4
View File
@@ -73,7 +73,7 @@ Mob::Mob(const char* in_name,
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
uint32 in_armor_tint[_MaterialCount],
uint32 in_armor_tint[MaterialCount],
uint8 in_aa_title,
uint8 in_see_invis, // see through invis/ivu
@@ -279,7 +279,7 @@ Mob::Mob(const char* in_name,
RangedProcs[j].level_override = -1;
}
for (i = 0; i < _MaterialCount; i++)
for (i = 0; i < MaterialCount; i++)
{
if (in_armor_tint)
{
@@ -2378,8 +2378,8 @@ bool Mob::CanThisClassDualWield(void) const {
return(GetSkill(SkillDualWield) > 0);
}
else if(CastToClient()->HasSkill(SkillDualWield)) {
const ItemInst* pinst = CastToClient()->GetInv().GetItem(MainPrimary);
const ItemInst* sinst = CastToClient()->GetInv().GetItem(MainSecondary);
const ItemInst* pinst = CastToClient()->GetInv().GetItem(SlotPrimary);
const ItemInst* sinst = CastToClient()->GetInv().GetItem(SlotSecondary);
// 2HS, 2HB, or 2HP
if(pinst && pinst->IsWeapon()) {