#include "pch.h" #include "L2PlayerTemplate.h" L2PlayerTemplate::L2PlayerTemplate( StatsSet& set ): L2CharTemplate( set ) { set.getInt( "classId", &iClassId ); classId = ClassIdTree::getInstance()->getClassId( iClassId ); set.getInt( "raceId", (int *)&race ); set.getInt( "spawnX", &spawnX ); set.getInt( "spawnY", &spawnY ); set.getInt( "spawnZ", &spawnZ ); set.getInt( "classBaseLevel", &classBaseLevel ); set.getDouble( "lvlHpAdd", &lvlHpAdd ); set.getDouble( "lvlHpMod", &lvlHpMod ); set.getDouble( "lvlCpAdd", &lvlCpAdd ); set.getDouble( "lvlCpMod", &lvlCpMod ); set.getDouble( "lvlMpAdd", &lvlMpAdd ); set.getDouble( "lvlMpMod", &lvlMpMod ); // missed loaded vars set.getInt( "baseLoad", &baseLoad, 62500 ); set.getBool( "canCraft", &canCraft, false ); } void L2PlayerTemplate::addItem( int itemId, int amount, bool equipped ) { PcTemplateItem it( itemId, amount, equipped ); m_items.push_back( it ); } const std::list& L2PlayerTemplate::getItems() const { return m_items; } L2PlayerTemplate::PcTemplateItem::PcTemplateItem() { m_itemId = 0; m_amount = 0; m_equipped = false; } L2PlayerTemplate::PcTemplateItem::PcTemplateItem( int itemId, int amount, bool equipped ) { m_itemId = itemId; m_amount = amount; m_equipped = equipped; } L2PlayerTemplate::PcTemplateItem::PcTemplateItem( const L2PlayerTemplate::PcTemplateItem& other ) { this->operator=( other ); } const L2PlayerTemplate::PcTemplateItem& L2PlayerTemplate::PcTemplateItem::operator=( const L2PlayerTemplate::PcTemplateItem& other ) { if( this == &other ) return (*this); m_itemId = other.m_itemId; m_amount = other.m_amount; m_equipped = other.m_equipped; return (*this); } int L2PlayerTemplate::PcTemplateItem::getItemId() const { return m_itemId; } int L2PlayerTemplate::PcTemplateItem::getAmount() const { return m_amount; } bool L2PlayerTemplate::PcTemplateItem::isEquipped() const { return m_equipped; }