refactor: switch to wide string
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@@ -35,10 +35,10 @@ namespace Interlude
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const auto data = m_L2GameData.GetItemData(itemInfo.itemId);
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const auto nameEntry = data ? m_FName.GetEntry(data->nameIndex) : nullptr;
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const auto name = nameEntry ? ConvertFromWideChar(nameEntry->value) : "";
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const auto name = nameEntry ? std::wstring(nameEntry->value) : L"";
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const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
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const auto icon = iconEntry ? ConvertFromWideChar(iconEntry->value) : "";
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const auto description = data && data->description ? ConvertFromWideChar(data->description) : "";
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const auto icon = iconEntry ? std::wstring(iconEntry->value) : L"";
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const auto description = data && data->description ? std::wstring(data->description) : L"";
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if (data)
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{
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@@ -92,9 +92,9 @@ namespace Interlude
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std::unique_ptr<Entities::BaseItem> CreateEtc(
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const ItemData& itemInfo,
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const FL2ItemDataBase* itemData,
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const std::string& name,
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const std::string& icon,
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const std::string& description
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const std::wstring& name,
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const std::wstring& icon,
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const std::wstring& description
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) const
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{
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return std::make_unique<Entities::EtcItem>(
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@@ -113,16 +113,16 @@ namespace Interlude
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std::unique_ptr<Entities::BaseItem> CreateArmor(
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const ItemData& itemInfo,
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const FL2ItemDataBase* itemData,
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const std::string& name,
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const std::string& icon,
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const std::string& description
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const std::wstring& name,
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const std::wstring& icon,
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const std::wstring& description
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) const
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{
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const auto casted = static_cast<const FL2ArmorItemData*>(itemData);
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const auto setEffect = casted && casted->setEffect ? ConvertFromWideChar(casted->setEffect) : "";
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const auto addSetEffect = casted && casted->setEffect ? ConvertFromWideChar(casted->setEffect) : "";
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const auto enchantEffect = casted && casted->enchantEffect ? ConvertFromWideChar(casted->enchantEffect) : "";
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const auto setEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
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const auto addSetEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
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const auto enchantEffect = casted && casted->enchantEffect ? std::wstring(casted->enchantEffect) : L"";
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return std::make_unique<Entities::ArmorItem>(
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itemInfo.objectId,
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@@ -147,9 +147,9 @@ namespace Interlude
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std::unique_ptr<Entities::BaseItem> CreateWeaponOrShield(
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const ItemData& itemInfo,
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const FL2ItemDataBase* itemData,
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const std::string& name,
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const std::string& icon,
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const std::string& description
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const std::wstring& name,
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const std::wstring& icon,
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const std::wstring& description
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) const
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{
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const auto casted = static_cast<const FL2WeaponItemData*>(itemData);
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