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Use generated ItemUICategory; Check if field for item is valid;

This commit is contained in:
Maru 2017-11-24 18:13:42 -02:00
parent add49a250b
commit 7a2f83afb2
2 changed files with 21 additions and 20 deletions

View file

@ -439,27 +439,27 @@ bool Core::Inventory::removeCrystal( CrystalType type, uint32_t amount )
return true; return true;
} }
bool Core::Inventory::isOneHandedWeapon( ItemCategory weaponCategory ) bool Core::Inventory::isOneHandedWeapon( ItemUICategory weaponCategory )
{ {
switch ( weaponCategory ) switch ( weaponCategory )
{ {
case ItemCategory::AlcPri: case ItemUICategory::AlchemistsPrimaryTool:
case ItemCategory::ArmPri: case ItemUICategory::ArmorersPrimaryTool:
case ItemCategory::BotPri: case ItemUICategory::BotanistsPrimaryTool:
case ItemCategory::ClnPri: case ItemUICategory::CulinariansPrimaryTool:
case ItemCategory::CnjWep: case ItemUICategory::OnehandedConjurersArm:
case ItemCategory::CrpPri: case ItemUICategory::CarpentersPrimaryTool:
case ItemCategory::FshPri: case ItemUICategory::FishersPrimaryTool:
case ItemCategory::GlaWep: case ItemUICategory::GladiatorsArm:
case ItemCategory::GldPri: // Goldsmith case ItemUICategory::GoldsmithsPrimaryTool:
case ItemCategory::LtwPri: case ItemUICategory::LeatherworkersPrimaryTool:
case ItemCategory::MinPri: case ItemUICategory::MinersPrimaryTool:
case ItemCategory::ThmWep: case ItemUICategory::OnehandedThaumaturgesArm:
case ItemCategory::WvrPri: case ItemUICategory::WeaversPrimaryTool:
case ItemCategory::BlmPri: // Blacksmith case ItemUICategory::BlacksmithsPrimaryTool:
return true; return true;
default: default:
return false; return false;
} }
} }
@ -475,7 +475,8 @@ int16_t Core::Inventory::addItem( uint16_t inventoryId, int8_t slotId, uint32_t
auto itemInfo = g_exdData.getItemInfo( catalogId ); auto itemInfo = g_exdData.getItemInfo( catalogId );
if( !itemInfo ) // if item data doesn't exist or it's a blank field
if( !itemInfo || itemInfo->item_level == 0 )
{ {
return -1; return -1;
} }

View file

@ -154,7 +154,7 @@ public:
bool updateContainer( uint16_t containerId, uint8_t slotId, ItemPtr pItem ); bool updateContainer( uint16_t containerId, uint8_t slotId, ItemPtr pItem );
/*! heck if weapon category qualifies the weapon as onehanded */ /*! heck if weapon category qualifies the weapon as onehanded */
bool isOneHandedWeapon( Common::ItemCategory weaponCategory ); bool isOneHandedWeapon( Common::ItemUICategory weaponCategory );
/*! calculate and return player ilvl based off equipped gear */ /*! calculate and return player ilvl based off equipped gear */
uint16_t calculateEquippedGearItemLevel(); uint16_t calculateEquippedGearItemLevel();
/*! return the current amount of currency of type */ /*! return the current amount of currency of type */