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Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
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@@ -7,6 +7,7 @@
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#include "dLogger.h"
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#include "Preconditions.h"
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#include "eInventoryType.h"
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#include "eLootSourceType.h"
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/**
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* An item that can be stored in an inventory and optionally consumed or equipped
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@@ -38,7 +39,7 @@ public:
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const std::vector<LDFBaseData*>& config,
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LWOOBJID parent,
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LWOOBJID subKey,
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eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
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eLootSourceType lootSourceType = eLootSourceType::NONE
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);
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/**
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@@ -65,7 +66,7 @@ public:
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bool isModMoveAndEquip = false,
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LWOOBJID subKey = LWOOBJID_EMPTY,
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bool bound = false,
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eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
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eLootSourceType lootSourceType = eLootSourceType::NONE
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);
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~Item();
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@@ -89,7 +90,7 @@ public:
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* @param disassemble if items were removed, this returns all the sub parts of the item individually if it had assembly part lots
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* @param showFlyingLoot shows flying loot to the client, if not silent
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*/
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void SetCount(uint32_t value, bool silent = false, bool disassemble = true, bool showFlyingLoot = true, eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE);
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void SetCount(uint32_t value, bool silent = false, bool disassemble = true, bool showFlyingLoot = true, eLootSourceType lootSourceType = eLootSourceType::NONE);
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/**
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* Returns the number of items this item represents (e.g. for stacks)
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