@ -477,7 +477,7 @@ void CheckInvPaste(Player &player, Point cursorPosition)
RemoveEquipment ( player , INVLOC_HAND_RIGHT , false ) ;
} else {
// CMD_CHANGEPLRITEMS will eventually be sent for the left hand
player . InvBody [ INVLOC_HAND_LEFT ] . C lear( ) ;
player . InvBody [ INVLOC_HAND_LEFT ] . c lear( ) ;
}
}
@ -505,7 +505,7 @@ void CheckInvPaste(Player &player, Point cursorPosition)
player . InvList [ invIndex ] . _ivalue = ig ;
SetPlrHandGoldCurs ( player . InvList [ invIndex ] ) ;
player . _pGold + = player . HoldItem . _ivalue ;
player . HoldItem . C lear( ) ;
player . HoldItem . c lear( ) ;
} else {
ig = MaxGold - gt ;
player . _pGold + = ig ;
@ -612,7 +612,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove, bool dropIt
}
Item & holdItem = player . HoldItem ;
holdItem . C lear( ) ;
holdItem . c lear( ) ;
bool automaticallyMoved = false ;
bool automaticallyEquipped = false ;
@ -783,7 +783,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove, bool dropIt
holdItem = player . InvBody [ invloc ] ;
if ( player . InvBody [ invloc ] . _itype ! = ItemType : : None ) {
if ( invloc ! = NUM_INVLOC & & AutoPlaceItemInInventory ( player , holdItem , true ) ) {
player . InvBody [ invloc ] . C lear( ) ;
player . InvBody [ invloc ] . c lear( ) ;
}
}
holdItem = player . InvList [ iv - 1 ] ;
@ -806,7 +806,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove, bool dropIt
}
if ( ! automaticMove | | automaticallyMoved ) {
beltItem . C lear( ) ;
beltItem . c lear( ) ;
drawsbarflag = true ;
}
}
@ -836,7 +836,7 @@ void CheckInvCut(int pnum, Point cursorPosition, bool automaticMove, bool dropIt
}
}
holdItem . C lear( ) ;
holdItem . c lear( ) ;
} else {
NewCursor ( holdItem ) ;
if ( ! IsHardwareCursor ( ) & & ! dropItem ) {
@ -975,7 +975,7 @@ void CleanupItems(int ii)
dItem [ item . position . x ] [ item . position . y ] = 0 ;
if ( currlevel = = 21 & & item . position = = CornerStone . position ) {
CornerStone . item . C lear( ) ;
CornerStone . item . c lear( ) ;
CornerStone . item . _iSelFlag = 0 ;
CornerStone . item . position = { 0 , 0 } ;
CornerStone . item . _iAnimFlag = false ;
@ -1299,7 +1299,7 @@ void RemoveEquipment(Player &player, inv_body_loc bodyLocation, bool hiPri)
NetSendCmdDelItem ( hiPri , bodyLocation ) ;
}
player . InvBody [ bodyLocation ] . C lear( ) ;
player . InvBody [ bodyLocation ] . c lear( ) ;
}
bool AutoPlaceItemInBelt ( Player & player , const Item & item , bool persistItem )
@ -1535,9 +1535,9 @@ void CheckInvSwap(Player &player, inv_body_loc bLoc, int idx, uint16_t wCI, int
}
if ( bLoc = = INVLOC_HAND_LEFT & & player . GetItemLocation ( item ) = = ILOC_TWOHAND ) {
player . InvBody [ INVLOC_HAND_RIGHT ] . C lear( ) ;
player . InvBody [ INVLOC_HAND_RIGHT ] . c lear( ) ;
} else if ( bLoc = = INVLOC_HAND_RIGHT & & player . GetItemLocation ( item ) = = ILOC_TWOHAND ) {
player . InvBody [ INVLOC_HAND_LEFT ] . C lear( ) ;
player . InvBody [ INVLOC_HAND_LEFT ] . c lear( ) ;
}
CalcPlrInv ( player , true ) ;
@ -1545,7 +1545,7 @@ void CheckInvSwap(Player &player, inv_body_loc bLoc, int idx, uint16_t wCI, int
void inv_update_rem_item ( Player & player , inv_body_loc iv )
{
player . InvBody [ iv ] . C lear( ) ;
player . InvBody [ iv ] . c lear( ) ;
CalcPlrInv ( player , player . _pmode ! = PM_DEATH ) ;
}
@ -1686,7 +1686,7 @@ int FindGetItem(int32_t iseed, _item_indexes idx, uint16_t createInfo)
{
for ( uint8_t i = 0 ; i < ActiveItemCount ; i + + ) {
auto & item = Items [ ActiveItems [ i ] ] ;
if ( item . K eyAttributesMatch( iseed , idx , createInfo ) ) {
if ( item . k eyAttributesMatch( iseed , idx , createInfo ) ) {
return i ;
}
}
@ -1701,7 +1701,7 @@ void SyncGetItem(Point position, int32_t iseed, _item_indexes idx, uint16_t ci)
if ( ii > = 0 & & ii < MAXITEMS ) {
// If there was an item there, check that it's the same item as the remote player has
if ( ! Items [ ii ] . K eyAttributesMatch( iseed , idx , ci ) ) {
if ( ! Items [ ii ] . k eyAttributesMatch( iseed , idx , ci ) ) {
// Key attributes don't match so we must've desynced, ignore this index and try find a matching item via lookup
ii = - 1 ;
}
@ -1961,7 +1961,7 @@ void RemoveScroll(Player &player)
{
const spell_id spellId = player . _pSpell ;
const auto isCurrentSpell = [ spellId ] ( const Item & item ) {
return item . I sScrollOf( spellId ) ;
return item . i sScrollOf( spellId ) ;
} ;
{
const InventoryPlayerItemsRange items { player } ;
@ -1993,7 +1993,7 @@ bool UseScroll(const spell_id spell)
const InventoryAndBeltPlayerItemsRange items { myPlayer } ;
return std : : any_of ( items . begin ( ) , items . end ( ) , [ spell ] ( const Item & item ) {
return item . I sScrollOf( spell ) ;
return item . i sScrollOf( spell ) ;
} ) ;
}
@ -2112,7 +2112,7 @@ bool UseInvItem(int pnum, int cii)
dropGoldValue = 0 ;
}
if ( item - > I sScroll( ) & & currlevel = = 0 & & ! spelldata [ item - > _iSpell ] . sTownSpell ) {
if ( item - > i sScroll( ) & & currlevel = = 0 & & ! spelldata [ item - > _iSpell ] . sTownSpell ) {
return true ;
}