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https://github.com/mod-playerbots/mod-playerbots
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Update ItemUsageValue.cpp
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@@ -256,20 +256,42 @@ ItemUsage ItemUsageValue::QueryItemUsageForEquip(ItemTemplate const* itemProto)
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// Check weapon case separately to keep things a bit cleaner
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bool have2HWeapon = false;
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bool isValidTGWeapon = false;
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if (dstSlot == EQUIPMENT_SLOT_MAINHAND)
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{
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Item* currentWeapon = bot->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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have2HWeapon = currentWeapon && currentWeapon->GetTemplate()->InventoryType == INVTYPE_2HWEAPON;
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isValidTGWeapon = itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2;
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if (bot->CanDualWield() && ((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) || (bot->CanTitanGrip() && isValidTGWeapon)))
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// Determine if the new weapon is a valid Titan Grip weapon
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isValidTGWeapon = (itemProto->SubClass == ITEM_SUBCLASS_WEAPON_AXE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_MACE2 ||
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itemProto->SubClass == ITEM_SUBCLASS_WEAPON_SWORD2);
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// If the bot can Titan Grip, ignore any 2H weapon that isn't a 2H sword, mace, or axe.
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if (bot->CanTitanGrip())
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{
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// If this weapon is 2H but not one of the valid TG weapon types, do not equip it at all.
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if (itemProto->InventoryType == INVTYPE_2HWEAPON && !isValidTGWeapon)
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{
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return ITEM_USAGE_NONE;
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}
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}
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// Now handle the logic for equipping and possible offhand slots
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// If the bot can Dual Wield and:
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// - The weapon is not 2H and we currently don't have a 2H weapon equipped
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// OR
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// - The bot can Titan Grip and it is a valid TG weapon
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// Then we can consider the offhand slot as well.
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if (bot->CanDualWield() &&
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((itemProto->InventoryType != INVTYPE_2HWEAPON && !have2HWeapon) ||
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(bot->CanTitanGrip() && isValidTGWeapon)))
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{
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possibleSlots = 2;
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}
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}
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for (uint8 i = 0; i < possibleSlots; i++)
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{
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bool shouldEquipInSlot = shouldEquip;
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