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Rework of eq_dictionary
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+4
-4
@@ -488,7 +488,7 @@ void NPC::CheckMinMaxLevel(Mob *them)
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if(themlevel < (*cur)->min_level || themlevel > (*cur)->max_level)
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{
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material = Inventory::CalcMaterialFromSlot((*cur)->equip_slot);
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if (material != _MaterialInvalid)
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if (material != MaterialInvalid)
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SendWearChange(material);
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cur = itemlist.erase(cur);
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@@ -748,8 +748,8 @@ void NPC::UpdateEquipmentLight()
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m_Light.Type.Equipment = 0;
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m_Light.Level.Equipment = 0;
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for (int index = MAIN_BEGIN; index < EmuConstants::EQUIPMENT_SIZE; ++index) {
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if (index == MainAmmo) { continue; }
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for (int index = SLOT_BEGIN; index < EQEmu::Constants::EQUIPMENT_SIZE; ++index) {
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if (index == SlotAmmo) { continue; }
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auto item = database.GetItem(equipment[index]);
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if (item == nullptr) { continue; }
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@@ -1372,7 +1372,7 @@ uint32 ZoneDatabase::NPCSpawnDB(uint8 command, const char* zone, uint32 zone_ver
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int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
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{
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if (material_slot >= _MaterialCount)
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if (material_slot >= MaterialCount)
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return 0;
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int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
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