refactor: rename enums
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@@ -3,8 +3,8 @@
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#include <string>
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#include <vector>
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#include "BaseItem.h"
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#include "../Enums/WeaponType.h"
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#include "../Enums/CrystalType.h"
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#include "../Enums/WeaponTypeEnum.h"
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#include "../Enums/CrystalTypeEnum.h"
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namespace L2Bot::Domain::Entities
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{
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@@ -109,8 +109,8 @@ namespace L2Bot::Domain::Entities
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const uint16_t weight,
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const bool isEquipped,
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const uint16_t enchantLevel,
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const Enums::WeaponType weaponType,
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const Enums::CrystalType crystalType,
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const Enums::WeaponTypeEnum weaponType,
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const Enums::CrystalTypeEnum crystalType,
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const uint8_t rndDamage,
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const uint32_t pAttack,
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const uint32_t mAttack,
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@@ -130,7 +130,7 @@ namespace L2Bot::Domain::Entities
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iconName,
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description,
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weight,
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Enums::ItemType::weapon
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Enums::ItemTypeEnum::weapon
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),
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m_IsEquipped(isEquipped),
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m_EnchantLevel(enchantLevel),
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@@ -184,8 +184,8 @@ namespace L2Bot::Domain::Entities
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private:
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bool m_IsEquipped = 0;
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uint16_t m_EnchantLevel = 0;
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Enums::WeaponType m_WeaponType = Enums::WeaponType::none;
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Enums::CrystalType m_CrystalType = Enums::CrystalType::none;
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Enums::WeaponTypeEnum m_WeaponType = Enums::WeaponTypeEnum::none;
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Enums::CrystalTypeEnum m_CrystalType = Enums::CrystalTypeEnum::none;
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uint8_t m_RndDamage = 0;
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uint32_t m_PAttack = 0;
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uint32_t m_MAttack = 0;
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