Core: use enum InventoryResult as return type for functions working with player items.

Original patch by TOM_RUS.
This commit is contained in:
Azazel committed 2011-04-29 16:48:15 +06:00
1 parent e1647aaa29
commit 6fb2bf4224
22 files changed
+164 -191

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@@ -2431,7 +2431,7 @@ void Spell::DoCreateItem(uint32 /*i*/, uint32 itemtype)
// can the player store the new item?
ItemPosCountVec dest;
uint32 no_space = 0;
uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, newitemid, num_to_add, &no_space);
InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, newitemid, num_to_add, &no_space);
if (msg != EQUIP_ERR_OK)
{
// convert to possible store amount
@@ -2897,7 +2897,7 @@ void Spell::EffectSummonChangeItem(SpellEffIndex effIndex)
if (player->IsInventoryPos(pos))
{
ItemPosCountVec dest;
uint8 msg = player->CanStoreItem(m_CastItem->GetBagSlot(), m_CastItem->GetSlot(), dest, pNewItem, true);
InventoryResult msg = player->CanStoreItem(m_CastItem->GetBagSlot(), m_CastItem->GetSlot(), dest, pNewItem, true);
if (msg == EQUIP_ERR_OK)
{
player->DestroyItem(m_CastItem->GetBagSlot(), m_CastItem->GetSlot(), true);