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Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
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+9
-9
@@ -331,7 +331,7 @@ void NPC::AddLootDrop(const EQEmu::ItemBase *item2, ItemList* itemlist, int16 ch
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if (item2->Proc.Effect != 0)
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CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
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eslot = EQEmu::legacy::MaterialPrimary;
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eslot = EQEmu::textures::TexturePrimary;
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if (item2->Damage > 0)
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SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
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if (item2->IsType2HWeapon())
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@@ -344,30 +344,30 @@ void NPC::AddLootDrop(const EQEmu::ItemBase *item2, ItemList* itemlist, int16 ch
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if (item2->Proc.Effect!=0)
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CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);
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eslot = EQEmu::legacy::MaterialSecondary;
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eslot = EQEmu::textures::TextureSecondary;
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if (item2->Damage > 0)
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SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
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}
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else if (foundslot == EQEmu::legacy::SlotHead) {
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eslot = EQEmu::legacy::MaterialHead;
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eslot = EQEmu::textures::TextureHead;
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}
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else if (foundslot == EQEmu::legacy::SlotChest) {
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eslot = EQEmu::legacy::MaterialChest;
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eslot = EQEmu::textures::TextureChest;
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}
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else if (foundslot == EQEmu::legacy::SlotArms) {
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eslot = EQEmu::legacy::MaterialArms;
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eslot = EQEmu::textures::TextureArms;
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}
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else if (foundslot == EQEmu::legacy::SlotWrist1 || foundslot == EQEmu::legacy::SlotWrist2) {
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eslot = EQEmu::legacy::MaterialWrist;
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eslot = EQEmu::textures::TextureWrist;
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}
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else if (foundslot == EQEmu::legacy::SlotHands) {
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eslot = EQEmu::legacy::MaterialHands;
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eslot = EQEmu::textures::TextureHands;
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}
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else if (foundslot == EQEmu::legacy::SlotLegs) {
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eslot = EQEmu::legacy::MaterialLegs;
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eslot = EQEmu::textures::TextureLegs;
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}
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else if (foundslot == EQEmu::legacy::SlotFeet) {
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eslot = EQEmu::legacy::MaterialFeet;
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eslot = EQEmu::textures::TextureFeet;
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}
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/*
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