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https://github.com/TrinityCore/TrinityCore.git
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Core/Items: Move Item::GetSkill to ItemPrototype::GetSkill
Also moved some methods of ItemPrototype to .cpp Thanks to Yehonal for the original patch
This commit is contained in:
@@ -524,41 +524,11 @@ Player* Item::GetOwner()const
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return ObjectAccessor::FindPlayer(GetOwnerGUID());
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}
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// Just a "legacy shortcut" for proto->GetSkill()
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uint32 Item::GetSkill()
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{
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const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
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{
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SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
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SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
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SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
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SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
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SKILL_FISHING
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};
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const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
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{
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0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
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};
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ItemTemplate const* proto = GetTemplate();
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switch (proto->Class)
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{
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case ITEM_CLASS_WEAPON:
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if (proto->SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
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return 0;
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else
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return item_weapon_skills[proto->SubClass];
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case ITEM_CLASS_ARMOR:
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if (proto->SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
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return 0;
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else
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return item_armor_skills[proto->SubClass];
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default:
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return 0;
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}
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return proto->GetSkill();
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}
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int32 Item::GenerateItemRandomPropertyId(uint32 item_id)
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121
src/server/game/Entities/Item/ItemPrototype.cpp
Normal file
121
src/server/game/Entities/Item/ItemPrototype.cpp
Normal file
@@ -0,0 +1,121 @@
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/*
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "ItemPrototype.h"
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bool ItemTemplate::CanChangeEquipStateInCombat() const
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{
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switch (InventoryType)
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{
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case INVTYPE_RELIC:
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case INVTYPE_SHIELD:
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case INVTYPE_HOLDABLE:
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return true;
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}
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switch (Class)
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{
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case ITEM_CLASS_WEAPON:
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case ITEM_CLASS_PROJECTILE:
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return true;
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}
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return false;
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}
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float ItemTemplate::getDPS() const
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{
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if (Delay == 0)
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return 0;
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float temp = 0;
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for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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temp += Damage[i].DamageMin + Damage[i].DamageMax;
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return temp * 500 / Delay;
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}
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int32 ItemTemplate::getFeralBonus(int32 extraDPS /*= 0*/) const
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{
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// 0x02A5F3 - is mask for Melee weapon from ItemSubClassMask.dbc
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if (Class == ITEM_CLASS_WEAPON && (1 << SubClass) & 0x02A5F3)
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{
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int32 bonus = int32((extraDPS + getDPS())*14.0f) - 767;
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if (bonus < 0)
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return 0;
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return bonus;
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}
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return 0;
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}
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float ItemTemplate::GetItemLevelIncludingQuality() const
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{
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float itemLevel = (float)ItemLevel;
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switch (Quality)
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{
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case ITEM_QUALITY_POOR:
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case ITEM_QUALITY_NORMAL:
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case ITEM_QUALITY_UNCOMMON:
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case ITEM_QUALITY_ARTIFACT:
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case ITEM_QUALITY_HEIRLOOM:
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itemLevel -= 13; // leaving this as a separate statement since we do not know the real behavior in this case
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break;
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case ITEM_QUALITY_RARE:
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itemLevel -= 13;
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break;
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case ITEM_QUALITY_EPIC:
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case ITEM_QUALITY_LEGENDARY:
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default:
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break;
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}
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return std::max<float>(0.f, itemLevel);
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}
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uint32 ItemTemplate::GetSkill() const
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{
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const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
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{
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SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
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SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
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SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
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SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
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SKILL_FISHING
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};
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const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
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{
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0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
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};
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switch (Class)
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{
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case ITEM_CLASS_WEAPON:
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if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
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return 0;
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else
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return item_weapon_skills[SubClass];
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case ITEM_CLASS_ARMOR:
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if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
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return 0;
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else
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return item_armor_skills[SubClass];
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default:
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return 0;
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}
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}
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@@ -704,25 +704,7 @@ struct ItemTemplate
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uint32 FlagsCu;
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// helpers
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bool CanChangeEquipStateInCombat() const
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{
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switch (InventoryType)
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{
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case INVTYPE_RELIC:
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case INVTYPE_SHIELD:
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case INVTYPE_HOLDABLE:
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return true;
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}
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switch (Class)
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{
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case ITEM_CLASS_WEAPON:
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case ITEM_CLASS_PROJECTILE:
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return true;
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}
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return false;
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}
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bool CanChangeEquipStateInCombat() const;
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bool IsCurrencyToken() const { return (BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) != 0; }
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@@ -731,28 +713,9 @@ struct ItemTemplate
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return (Stackable == 2147483647 || Stackable <= 0) ? uint32(0x7FFFFFFF-1) : uint32(Stackable);
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}
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float GetItemLevelIncludingQuality() const
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{
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float itemLevel = (float)ItemLevel;
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switch (Quality)
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{
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case ITEM_QUALITY_POOR:
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case ITEM_QUALITY_NORMAL:
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case ITEM_QUALITY_UNCOMMON:
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case ITEM_QUALITY_ARTIFACT:
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case ITEM_QUALITY_HEIRLOOM:
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itemLevel -= 13; // leaving this as a separate statement since we do not know the real behavior in this case
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break;
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case ITEM_QUALITY_RARE:
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itemLevel -= 13;
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break;
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case ITEM_QUALITY_EPIC:
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case ITEM_QUALITY_LEGENDARY:
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default:
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break;
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}
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return std::max<float>(0.f, itemLevel);
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}
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float GetItemLevelIncludingQuality() const;
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uint32 GetSkill() const;
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bool IsPotion() const { return Class == ITEM_CLASS_CONSUMABLE && SubClass == ITEM_SUBCLASS_POTION; }
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bool IsVellum() const { return Class == ITEM_CLASS_TRADE_GOODS && SubClass == ITEM_SUBCLASS_ENCHANTMENT; }
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