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
@@ -488,7 +488,7 @@ void NPC::CheckMinMaxLevel(Mob *them)
if(themlevel < (*cur)->min_level || themlevel > (*cur)->max_level)
{
material = Inventory::CalcMaterialFromSlot((*cur)->equip_slot);
if (material != _MaterialInvalid)
if (material != MaterialInvalid)
SendWearChange(material);
cur = itemlist.erase(cur);
@@ -748,8 +748,8 @@ void NPC::UpdateEquipmentLight()
m_Light.Type.Equipment = 0;
m_Light.Level.Equipment = 0;
for (int index = MAIN_BEGIN; index < EmuConstants::EQUIPMENT_SIZE; ++index) {
if (index == MainAmmo) { continue; }
for (int index = SLOT_BEGIN; index < EQEmu::Constants::EQUIPMENT_SIZE; ++index) {
if (index == SlotAmmo) { continue; }
auto item = database.GetItem(equipment[index]);
if (item == nullptr) { continue; }
@@ -1372,7 +1372,7 @@ uint32 ZoneDatabase::NPCSpawnDB(uint8 command, const char* zone, uint32 zone_ver
int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
{
if (material_slot >= _MaterialCount)
if (material_slot >= MaterialCount)
return 0;
int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);