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[7870] Implement creature ranged ammo show at ranged weapon use.
* Use BDC data (creature weapon not alwas listed in item_template)
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parent
b708cc87a3
commit
3b11d833c8
5 changed files with 39 additions and 6 deletions
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@ -3048,7 +3048,40 @@ void Spell::WriteAmmoToPacket( WorldPacket * data )
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}
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}
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}
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// TODO: implement selection ammo data based at ranged weapon stored in equipmodel/equipinfo/equipslot fields
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else
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{
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for (uint8 i = 0; i < 3; ++i)
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{
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if(uint32 item_id = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i))
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{
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if(ItemEntry const * itemEntry = sItemStore.LookupEntry(item_id))
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{
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if(itemEntry->Class==ITEM_CLASS_WEAPON)
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{
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switch(itemEntry->SubClass)
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{
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case ITEM_SUBCLASS_WEAPON_THROWN:
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ammoDisplayID = itemEntry->DisplayId;
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ammoInventoryType = itemEntry->InventoryType;
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break;
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case ITEM_SUBCLASS_WEAPON_BOW:
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case ITEM_SUBCLASS_WEAPON_CROSSBOW:
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ammoDisplayID = 5996; // is this need fixing?
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ammoInventoryType = INVTYPE_AMMO;
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break;
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case ITEM_SUBCLASS_WEAPON_GUN:
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ammoDisplayID = 5998; // is this need fixing?
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ammoInventoryType = INVTYPE_AMMO;
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break;
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}
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if(ammoDisplayID)
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break;
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}
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}
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}
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}
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}
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*data << uint32(ammoDisplayID);
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*data << uint32(ammoInventoryType);
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