♻️ Convert 'ItemType' enum to enum class
🎨 Rename 'ItemType' elements to enum class standards
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5607c58daa
commit
379a27b64a
23 changed files with 703 additions and 703 deletions
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@ -2451,17 +2451,17 @@ void OperateSlainHero(int pnum, int i)
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auto &player = Players[pnum];
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if (player._pClass == HeroClass::Warrior) {
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CreateMagicArmor(Objects[i].position, ITYPE_HARMOR, ICURS_BREAST_PLATE, false, true);
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CreateMagicArmor(Objects[i].position, ItemType::HeavyArmor, ICURS_BREAST_PLATE, false, true);
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} else if (player._pClass == HeroClass::Rogue) {
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CreateMagicWeapon(Objects[i].position, ITYPE_BOW, ICURS_LONG_WAR_BOW, false, true);
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CreateMagicWeapon(Objects[i].position, ItemType::Bow, ICURS_LONG_WAR_BOW, false, true);
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} else if (player._pClass == HeroClass::Sorcerer) {
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CreateSpellBook(Objects[i].position, SPL_LIGHTNING, false, true);
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} else if (player._pClass == HeroClass::Monk) {
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CreateMagicWeapon(Objects[i].position, ITYPE_STAFF, ICURS_WAR_STAFF, false, true);
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CreateMagicWeapon(Objects[i].position, ItemType::Staff, ICURS_WAR_STAFF, false, true);
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} else if (player._pClass == HeroClass::Bard) {
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CreateMagicWeapon(Objects[i].position, ITYPE_SWORD, ICURS_BASTARD_SWORD, false, true);
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CreateMagicWeapon(Objects[i].position, ItemType::Sword, ICURS_BASTARD_SWORD, false, true);
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} else if (player._pClass == HeroClass::Barbarian) {
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CreateMagicWeapon(Objects[i].position, ITYPE_AXE, ICURS_BATTLE_AXE, false, true);
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CreateMagicWeapon(Objects[i].position, ItemType::Axe, ICURS_BATTLE_AXE, false, true);
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}
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Players[MyPlayerId].Say(HeroSpeech::RestInPeaceMyFriend);
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if (pnum == MyPlayerId)
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@ -2673,20 +2673,20 @@ bool OperateShrineGloomy(int pnum)
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// Increment armor class by 2 and decrements max damage by 1.
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for (Item &item : PlayerItemsRange(player)) {
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switch (item._itype) {
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case ITYPE_SWORD:
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case ITYPE_AXE:
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case ITYPE_BOW:
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case ITYPE_MACE:
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case ITYPE_STAFF:
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case ItemType::Sword:
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case ItemType::Axe:
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case ItemType::Bow:
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case ItemType::Mace:
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case ItemType::Staff:
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item._iMaxDam--;
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if (item._iMaxDam < item._iMinDam)
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item._iMaxDam = item._iMinDam;
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break;
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case ITYPE_SHIELD:
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case ITYPE_HELM:
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case ITYPE_LARMOR:
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case ITYPE_MARMOR:
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case ITYPE_HARMOR:
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case ItemType::Shield:
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case ItemType::Helm:
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case ItemType::LightArmor:
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case ItemType::MediumArmor:
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case ItemType::HeavyArmor:
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item._iAC += 2;
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break;
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default:
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@ -2708,18 +2708,18 @@ bool OperateShrineWeird(int pnum)
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auto &player = Players[pnum];
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if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_SHIELD)
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if (!player.InvBody[INVLOC_HAND_LEFT].isEmpty() && player.InvBody[INVLOC_HAND_LEFT]._itype != ItemType::Shield)
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player.InvBody[INVLOC_HAND_LEFT]._iMaxDam++;
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if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_SHIELD)
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if (!player.InvBody[INVLOC_HAND_RIGHT].isEmpty() && player.InvBody[INVLOC_HAND_RIGHT]._itype != ItemType::Shield)
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player.InvBody[INVLOC_HAND_RIGHT]._iMaxDam++;
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for (int j = 0; j < player._pNumInv; j++) {
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switch (player.InvList[j]._itype) {
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case ITYPE_SWORD:
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case ITYPE_AXE:
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case ITYPE_BOW:
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case ITYPE_MACE:
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case ITYPE_STAFF:
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case ItemType::Sword:
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case ItemType::Axe:
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case ItemType::Bow:
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case ItemType::Mace:
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case ItemType::Staff:
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player.InvList[j]._iMaxDam++;
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break;
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default:
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@ -2767,15 +2767,15 @@ bool OperateShrineStone(int pnum)
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auto &player = Players[pnum];
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for (auto &item : player.InvBody) {
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if (item._itype == ITYPE_STAFF)
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if (item._itype == ItemType::Staff)
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item._iCharges = item._iMaxCharges;
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}
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for (int j = 0; j < player._pNumInv; j++) {
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if (player.InvList[j]._itype == ITYPE_STAFF)
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if (player.InvList[j]._itype == ItemType::Staff)
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player.InvList[j]._iCharges = player.InvList[j]._iMaxCharges;
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}
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for (auto &item : player.SpdList) {
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if (item._itype == ITYPE_STAFF)
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if (item._itype == ItemType::Staff)
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item._iCharges = item._iMaxCharges; // belt items don't have charges?
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}
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@ -2946,7 +2946,7 @@ bool OperateShrineEldritch(int pnum)
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auto &player = Players[pnum];
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for (int j = 0; j < player._pNumInv; j++) {
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if (player.InvList[j]._itype == ITYPE_MISC) {
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if (player.InvList[j]._itype == ItemType::Misc) {
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if (player.InvList[j]._iMiscId == IMISC_HEAL
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|| player.InvList[j]._iMiscId == IMISC_MANA) {
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SetPlrHandItem(player.HoldItem, ItemMiscIdIdx(IMISC_REJUV));
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@ -2964,7 +2964,7 @@ bool OperateShrineEldritch(int pnum)
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}
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}
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for (auto &item : player.SpdList) {
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if (item._itype == ITYPE_MISC) {
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if (item._itype == ItemType::Misc) {
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if (item._iMiscId == IMISC_HEAL
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|| item._iMiscId == IMISC_MANA) {
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SetPlrHandItem(player.HoldItem, ItemMiscIdIdx(IMISC_REJUV));
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@ -3020,11 +3020,11 @@ bool OperateShrineDivine(int pnum, Point spawnPosition)
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auto &player = Players[pnum];
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if (currlevel < 4) {
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CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLMANA, false, true);
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CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLHEAL, false, true);
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CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLMANA, false, true);
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CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLHEAL, false, true);
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} else {
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CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLREJUV, false, true);
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CreateTypeItem(spawnPosition, false, ITYPE_MISC, IMISC_FULLREJUV, false, true);
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CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLREJUV, false, true);
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CreateTypeItem(spawnPosition, false, ItemType::Misc, IMISC_FULLREJUV, false, true);
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}
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player._pMana = player._pMaxMana;
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@ -3725,9 +3725,9 @@ void OperateSkelBook(int pnum, int i, bool sendmsg)
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}
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SetRndSeed(Objects[i]._oRndSeed);
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if (GenerateRnd(5) != 0)
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CreateTypeItem(Objects[i].position, false, ITYPE_MISC, IMISC_SCROLL, sendmsg, false);
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CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_SCROLL, sendmsg, false);
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else
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CreateTypeItem(Objects[i].position, false, ITYPE_MISC, IMISC_BOOK, sendmsg, false);
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CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_BOOK, sendmsg, false);
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if (pnum == MyPlayerId)
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NetSendCmdParam1(false, CMD_OPERATEOBJ, i);
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}
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@ -3746,7 +3746,7 @@ void OperateBookCase(int pnum, int i, bool sendmsg)
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return;
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}
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SetRndSeed(Objects[i]._oRndSeed);
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CreateTypeItem(Objects[i].position, false, ITYPE_MISC, IMISC_BOOK, sendmsg, false);
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CreateTypeItem(Objects[i].position, false, ItemType::Misc, IMISC_BOOK, sendmsg, false);
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if (Quests[Q_ZHAR].IsAvailable()) {
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auto &zhar = Monsters[MAX_PLRS];
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@ -3792,15 +3792,15 @@ void OperateArmorStand(int pnum, int i, bool sendmsg)
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SetRndSeed(Objects[i]._oRndSeed);
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bool uniqueRnd = (GenerateRnd(2) != 0);
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if (currlevel <= 5) {
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CreateTypeItem(Objects[i].position, true, ITYPE_LARMOR, IMISC_NONE, sendmsg, false);
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CreateTypeItem(Objects[i].position, true, ItemType::LightArmor, IMISC_NONE, sendmsg, false);
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} else if (currlevel >= 6 && currlevel <= 9) {
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CreateTypeItem(Objects[i].position, uniqueRnd, ITYPE_MARMOR, IMISC_NONE, sendmsg, false);
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CreateTypeItem(Objects[i].position, uniqueRnd, ItemType::MediumArmor, IMISC_NONE, sendmsg, false);
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} else if (currlevel >= 10 && currlevel <= 12) {
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CreateTypeItem(Objects[i].position, false, ITYPE_HARMOR, IMISC_NONE, sendmsg, false);
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CreateTypeItem(Objects[i].position, false, ItemType::HeavyArmor, IMISC_NONE, sendmsg, false);
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} else if (currlevel >= 13 && currlevel <= 16) {
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CreateTypeItem(Objects[i].position, true, ITYPE_HARMOR, IMISC_NONE, sendmsg, false);
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CreateTypeItem(Objects[i].position, true, ItemType::HeavyArmor, IMISC_NONE, sendmsg, false);
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} else if (currlevel >= 17) {
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CreateTypeItem(Objects[i].position, true, ITYPE_HARMOR, IMISC_NONE, sendmsg, false);
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CreateTypeItem(Objects[i].position, true, ItemType::HeavyArmor, IMISC_NONE, sendmsg, false);
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}
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if (pnum == MyPlayerId)
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NetSendCmdParam1(false, CMD_OPERATEOBJ, i);
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@ -3970,7 +3970,7 @@ void OperateWeaponRack(int pnum, int i, bool sendmsg)
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return;
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SetRndSeed(Objects[i]._oRndSeed);
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ItemType weaponType { PickRandomlyAmong({ ITYPE_SWORD, ITYPE_AXE, ITYPE_BOW, ITYPE_MACE }) };
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ItemType weaponType { PickRandomlyAmong({ ItemType::Sword, ItemType::Axe, ItemType::Bow, ItemType::Mace }) };
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Objects[i]._oSelFlag = 0;
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Objects[i]._oAnimFrame++;
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