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https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
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+13
-13
@@ -2956,7 +2956,7 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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const ItemInst* inst = 0;
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uint32 spawnedbotid = 0;
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spawnedbotid = this->GetBotID();
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for (int i = 0; i < EQEmu::legacy::MaterialPrimary; i++) {
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for (int i = 0; i < EQEmu::textures::TexturePrimary; i++) {
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inst = GetBotItem(i);
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if (inst) {
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item = inst->GetItem();
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@@ -2980,9 +2980,9 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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item = inst->GetItem();
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if(item) {
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if(strlen(item->IDFile) > 2)
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ns->spawn.equipment[EQEmu::legacy::MaterialPrimary].Material = atoi(&item->IDFile[2]);
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ns->spawn.equipment[EQEmu::textures::TexturePrimary].Material = atoi(&item->IDFile[2]);
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ns->spawn.colors[EQEmu::legacy::MaterialPrimary].Color = GetEquipmentColor(EQEmu::legacy::MaterialPrimary);
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ns->spawn.colors[EQEmu::textures::TexturePrimary].Color = GetEquipmentColor(EQEmu::textures::TexturePrimary);
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}
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}
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@@ -2991,9 +2991,9 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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item = inst->GetItem();
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if(item) {
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if(strlen(item->IDFile) > 2)
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ns->spawn.equipment[EQEmu::legacy::MaterialSecondary].Material = atoi(&item->IDFile[2]);
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ns->spawn.equipment[EQEmu::textures::TextureSecondary].Material = atoi(&item->IDFile[2]);
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ns->spawn.colors[EQEmu::legacy::MaterialSecondary].Color = GetEquipmentColor(EQEmu::legacy::MaterialSecondary);
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ns->spawn.colors[EQEmu::textures::TextureSecondary].Color = GetEquipmentColor(EQEmu::textures::TextureSecondary);
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}
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}
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}
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@@ -3237,7 +3237,7 @@ void Bot::BotAddEquipItem(int slot, uint32 id) {
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if(slot > 0 && id > 0) {
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uint8 materialFromSlot = Inventory::CalcMaterialFromSlot(slot);
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if (materialFromSlot != EQEmu::legacy::MaterialInvalid) {
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if (materialFromSlot != EQEmu::textures::TextureInvalid) {
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equipment[slot] = id; // npc has more than just material slots. Valid material should mean valid inventory index
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SendWearChange(materialFromSlot);
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}
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@@ -3253,11 +3253,11 @@ void Bot::BotRemoveEquipItem(int slot) {
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if(slot > 0) {
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uint8 materialFromSlot = Inventory::CalcMaterialFromSlot(slot);
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if (materialFromSlot != EQEmu::legacy::MaterialInvalid) {
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if (materialFromSlot != EQEmu::textures::TextureInvalid) {
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equipment[slot] = 0; // npc has more than just material slots. Valid material should mean valid inventory index
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SendWearChange(materialFromSlot);
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if (materialFromSlot == EQEmu::legacy::MaterialChest)
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SendWearChange(EQEmu::legacy::MaterialArms);
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if (materialFromSlot == EQEmu::textures::TextureChest)
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SendWearChange(EQEmu::textures::TextureArms);
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}
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UpdateEquipmentLight();
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@@ -4781,7 +4781,7 @@ int Bot::GetHandToHandDamage(void) {
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// everyone uses this in the revamp!
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int skill = GetSkill(EQEmu::skills::SkillHandtoHand);
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int epic = 0;
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if (CastToNPC()->GetEquipment(EQEmu::legacy::MaterialHands) == 10652 && GetLevel() > 46)
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if (CastToNPC()->GetEquipment(EQEmu::textures::TextureHands) == 10652 && GetLevel() > 46)
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epic = 280;
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if (epic > skill)
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skill = epic;
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@@ -4803,7 +4803,7 @@ int Bot::GetHandToHandDamage(void) {
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9, 9, 9, 9, 9, 10, 10, 10, 10, 10, // 31-40
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10, 11, 11, 11, 11, 11, 11, 12, 12}; // 41-49
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if (GetClass() == MONK) {
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if (CastToNPC()->GetEquipment(EQEmu::legacy::MaterialHands) == 10652 && GetLevel() > 50)
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if (CastToNPC()->GetEquipment(EQEmu::textures::TextureHands) == 10652 && GetLevel() > 50)
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return 9;
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if (level > 62)
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return 15;
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@@ -8415,7 +8415,7 @@ bool Bot::DyeArmor(int16 slot_id, uint32 rgb, bool all_flag, bool save_flag)
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if (slot_id != INVALID_INDEX)
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return false;
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for (uint8 i = 0; i < EQEmu::legacy::MaterialPrimary; ++i) {
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for (uint8 i = 0; i < EQEmu::textures::TexturePrimary; ++i) {
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uint8 inv_slot = Inventory::CalcSlotFromMaterial(i);
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ItemInst* inst = m_inv.GetItem(inv_slot);
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if (!inst)
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@@ -8427,7 +8427,7 @@ bool Bot::DyeArmor(int16 slot_id, uint32 rgb, bool all_flag, bool save_flag)
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}
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else {
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uint8 mat_slot = Inventory::CalcMaterialFromSlot(slot_id);
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if (mat_slot == EQEmu::legacy::MaterialInvalid || mat_slot >= EQEmu::legacy::MaterialPrimary)
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if (mat_slot == EQEmu::textures::TextureInvalid || mat_slot >= EQEmu::textures::TexturePrimary)
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return false;
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ItemInst* inst = m_inv.GetItem(slot_id);
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