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LightSourceProfile relocation and some more formatting changes
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+8
-8
@@ -745,8 +745,8 @@ uint32 NPC::CountLoot() {
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void NPC::UpdateEquipmentLight()
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{
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m_Light.Type.Equipment = 0;
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m_Light.Level.Equipment = 0;
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m_Light.Type[EQEmu::lightsource::LightEquipment] = 0;
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m_Light.Level[EQEmu::lightsource::LightEquipment] = 0;
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for (int index = SLOT_BEGIN; index < EQEmu::legacy::EQUIPMENT_SIZE; ++index) {
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if (index == EQEmu::legacy::SlotAmmo) { continue; }
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@@ -754,9 +754,9 @@ void NPC::UpdateEquipmentLight()
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auto item = database.GetItem(equipment[index]);
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if (item == nullptr) { continue; }
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if (EQEmu::lightsource::IsLevelGreater(item->Light, m_Light.Type.Equipment)) {
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m_Light.Type.Equipment = item->Light;
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m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment);
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if (EQEmu::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQEmu::lightsource::LightEquipment])) {
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m_Light.Type[EQEmu::lightsource::LightEquipment] = item->Light;
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m_Light.Level[EQEmu::lightsource::LightEquipment] = EQEmu::lightsource::TypeToLevel(m_Light.Type[EQEmu::lightsource::LightEquipment]);
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}
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}
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@@ -772,10 +772,10 @@ void NPC::UpdateEquipmentLight()
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general_light_type = item->Light;
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}
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if (EQEmu::lightsource::IsLevelGreater(general_light_type, m_Light.Type.Equipment))
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m_Light.Type.Equipment = general_light_type;
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if (EQEmu::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQEmu::lightsource::LightEquipment]))
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m_Light.Type[EQEmu::lightsource::LightEquipment] = general_light_type;
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m_Light.Level.Equipment = EQEmu::lightsource::TypeToLevel(m_Light.Type.Equipment);
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m_Light.Level[EQEmu::lightsource::LightEquipment] = EQEmu::lightsource::TypeToLevel(m_Light.Type[EQEmu::lightsource::LightEquipment]);
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}
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void NPC::Depop(bool StartSpawnTimer) {
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