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Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
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+11
-11
@@ -489,7 +489,7 @@ 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 != EQEmu::legacy::MaterialInvalid)
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if (material != EQEmu::textures::TextureInvalid)
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SendWearChange(material);
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cur = itemlist.erase(cur);
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@@ -1373,7 +1373,7 @@ 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 >= EQEmu::legacy::MaterialCount)
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if (material_slot >= EQEmu::textures::TextureCount)
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return 0;
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int16 invslot = Inventory::CalcSlotFromMaterial(material_slot);
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@@ -1384,23 +1384,23 @@ int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
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{
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switch(material_slot)
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{
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case EQEmu::legacy::MaterialHead:
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case EQEmu::textures::TextureHead:
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return helmtexture;
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case EQEmu::legacy::MaterialChest:
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case EQEmu::textures::TextureChest:
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return texture;
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case EQEmu::legacy::MaterialArms:
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case EQEmu::textures::TextureArms:
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return armtexture;
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case EQEmu::legacy::MaterialWrist:
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case EQEmu::textures::TextureWrist:
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return bracertexture;
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case EQEmu::legacy::MaterialHands:
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case EQEmu::textures::TextureHands:
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return handtexture;
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case EQEmu::legacy::MaterialLegs:
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case EQEmu::textures::TextureLegs:
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return legtexture;
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case EQEmu::legacy::MaterialFeet:
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case EQEmu::textures::TextureFeet:
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return feettexture;
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case EQEmu::legacy::MaterialPrimary:
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case EQEmu::textures::TexturePrimary:
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return d_melee_texture1;
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case EQEmu::legacy::MaterialSecondary:
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case EQEmu::textures::TextureSecondary:
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return d_melee_texture2;
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default:
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//they have nothing in the slot, and its not a special slot... they get nothing.
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