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Add default constructor for EquipmentItem
Change struct constructors to proper constructors.
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@ -40,10 +40,10 @@
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
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this->m_Dirty = true;
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this->m_Equipped = {};
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this->m_Pushed = {};
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this->m_Equipped.clear();
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this->m_Pushed.clear();
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this->m_Consumable = LOT_NULL;
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this->m_Pets = {};
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this->m_Pets.clear();
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const auto lot = parent->GetLOT();
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@ -72,7 +72,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
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const auto& info = Inventory::FindItemComponent(item.itemid);
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UpdateSlot(info.equipLocation, { id, static_cast<LOT>(item.itemid), item.count, slot++ });
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UpdateSlot(info.equipLocation, EquippedItem(id, static_cast<LOT>(item.itemid), item.count, slot++));
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// Equip this items proxies.
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auto subItems = info.subItems;
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@ -89,7 +89,7 @@ InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* do
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const LWOOBJID proxyId = ObjectIDManager::Instance()->GenerateObjectID();
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// Use item.count since we equip item.count number of the item this is a requested proxy of
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UpdateSlot(proxyInfo.equipLocation, { proxyId, proxyLOT, item.count, slot++ });
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UpdateSlot(proxyInfo.equipLocation, EquippedItem(proxyId, proxyLOT, item.count, slot++));
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}
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}
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}
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@ -589,7 +589,7 @@ void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document) {
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if (equipped) {
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const auto info = Inventory::FindItemComponent(lot);
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UpdateSlot(info.equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot() });
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UpdateSlot(info.equipLocation, EquippedItem(item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot()));
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AddItemSkills(item->GetLot());
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}
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@ -715,12 +715,8 @@ void InventoryComponent::Serialize(RakNet::BitStream* outBitStream, const bool b
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outBitStream->Write<uint32_t>(m_Equipped.size());
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for (const auto& pair : m_Equipped) {
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const auto item = pair.second;
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if (bIsInitialUpdate) {
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AddItemSkills(item.lot);
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}
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for (const auto&[x, item] : m_Equipped) {
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if (bIsInitialUpdate) AddItemSkills(item.lot);
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outBitStream->Write(item.id);
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outBitStream->Write(item.lot);
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@ -879,7 +875,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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GenerateProxies(item);
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UpdateSlot(item->GetInfo().equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot(), item->GetConfig() });
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UpdateSlot(item->GetInfo().equipLocation, EquippedItem(item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot(), item->GetConfig()));
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ApplyBuff(item);
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@ -1380,7 +1376,7 @@ void InventoryComponent::SetNPCItems(const std::vector<LOT>& items) {
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const auto& info = Inventory::FindItemComponent(item);
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UpdateSlot(info.equipLocation, { id, static_cast<LOT>(item), 1, slot++ }, true);
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UpdateSlot(info.equipLocation, EquippedItem(id, static_cast<LOT>(item), 1, slot++), true);
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}
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EntityManager::Instance()->SerializeEntity(m_ParentEntity);
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@ -6,8 +6,16 @@
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/**
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* An item that's equipped, generally as a smaller return type than the regular Item class
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*/
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struct EquippedItem
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{
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struct EquippedItem {
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EquippedItem() {}
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EquippedItem(const LWOOBJID& id, const LOT lot, const uint32_t count, const uint32_t slot, const std::vector<LDFBaseData*>& config = {}) {
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this->id = id;
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this->lot = lot;
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this->count = count;
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this->slot = slot;
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this->config = config;
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}
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/**
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* The object ID of the equipped item
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*/
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