changeset 1989:33787c8938a5

Single and Two-handed ENUM
author zipi
date Sat, 02 Nov 2013 17:45:58 +0000
parents 7e2dd49832b5
children 012fcb1f223a 157fd2831567
files Actor.cpp Items.cpp Items.h Player.cpp UI/UICharacter.cpp UI/UIPopup.cpp mm7_6.cpp
diffstat 7 files changed, 50 insertions(+), 50 deletions(-) [+]
line wrap: on
line diff
--- a/Actor.cpp	Sat Nov 02 17:24:31 2013 +0000
+++ b/Actor.cpp	Sat Nov 02 17:45:58 2013 +0000
@@ -3622,7 +3622,7 @@
   {
     int main_hand_idx = player->pEquipment.uMainHand;
     IsAdditionalDamagePossible = true;
-    if ( player->HasItemEquipped(EQUIP_MAIN_HAND) )
+    if ( player->HasItemEquipped(EQUIP_TWO_HANDED) )
     {
       uint main_hand_skill = player->GetMainHandItem()->GetPlayerSkillType();
       uint main_hand_mastery = SkillToMastery(player->pActiveSkills[main_hand_skill]);
--- a/Items.cpp	Sat Nov 02 17:24:31 2013 +0000
+++ b/Items.cpp	Sat Nov 02 17:45:58 2013 +0000
@@ -549,17 +549,17 @@
 					{
 					if ( !_stricmp(test_string, "weapon") )
 						{
-						pItems[item_counter].uEquipType = EQUIP_OFF_HAND;
+						pItems[item_counter].uEquipType = EQUIP_SINGLE_HANDED;
 						break;
 						}
 					if ( !_stricmp(test_string, "weapon2") )
 						{
-						pItems[item_counter].uEquipType = EQUIP_MAIN_HAND;
+						pItems[item_counter].uEquipType = EQUIP_TWO_HANDED;
 						break;
 						}
 					if ( !_stricmp(test_string, "weapon1or2") )
 						{
-						pItems[item_counter].uEquipType = EQUIP_OFF_HAND;
+						pItems[item_counter].uEquipType = EQUIP_SINGLE_HANDED;
 						break;
 						}
 					if ( !(_stricmp(test_string, "missile")&&_stricmp(test_string, "bow")))
@@ -1618,7 +1618,7 @@
         PLAYER_SKILL_TYPE requested_skill = PLAYER_SKILL_INVALID;
         switch (uTreasureType)
             {
-        case 20: requested_equip = EQUIP_OFF_HAND; break;
+        case 20: requested_equip = EQUIP_SINGLE_HANDED; break;
         case 21: requested_equip = EQUIP_ARMOUR; break;
         case 22: requested_skill = PLAYER_SKILL_MISC; break;
         case 23: requested_skill = PLAYER_SKILL_SWORD; break;
@@ -1769,8 +1769,8 @@
     //try get special enhansment
     switch (out_item->GetItemEquipType())
         {
-    case EQUIP_OFF_HAND:
-    case EQUIP_MAIN_HAND :   
+    case EQUIP_SINGLE_HANDED:
+    case EQUIP_TWO_HANDED :   
     case EQUIP_BOW :    
         if ( !uBonusChanceWpSpecial[v6] )
             return;
--- a/Items.h	Sat Nov 02 17:24:31 2013 +0000
+++ b/Items.h	Sat Nov 02 17:45:58 2013 +0000
@@ -164,8 +164,8 @@
 /*  331 */
 enum ITEM_EQUIP_TYPE: unsigned __int8
 {
-  EQUIP_OFF_HAND     = 0,
-  EQUIP_MAIN_HAND     = 1,
+  EQUIP_SINGLE_HANDED     = 0,
+  EQUIP_TWO_HANDED     = 1,
   EQUIP_BOW            = 2,
   EQUIP_ARMOUR         = 3,
   EQUIP_SHIELD         = 4,
--- a/Player.cpp	Sat Nov 02 17:24:31 2013 +0000
+++ b/Player.cpp	Sat Nov 02 17:45:58 2013 +0000
@@ -87,8 +87,8 @@
 
 unsigned char pEquipTypeToBodyAnchor[21] = // 4E8398
 {
-  1, // EQUIP_OFF_HAND
-  1, // EQUIP_MAIN_HAND
+  1, // EQUIP_SINGLE_HANDED
+  1, // EQUIP_TWO_HANDED
   2, // EQUIP_BOW
   3, // EQUIP_ARMOUR
   0, // EQUIP_SHIELD
@@ -1550,7 +1550,7 @@
   }
   else
   {
-    if ( HasItemEquipped(EQUIP_MAIN_HAND) )
+    if ( HasItemEquipped(EQUIP_TWO_HANDED) )
     {
       ItemGen *mainHandItemGen = this->GetMainHandItem();
       int itemId = mainHandItemGen->uItemID;
@@ -1561,7 +1561,7 @@
     }
     if ( !ignoreOffhand )
     {
-      if ( this->HasItemEquipped(EQUIP_OFF_HAND) )
+      if ( this->HasItemEquipped(EQUIP_SINGLE_HANDED) )
       {
         ItemGen *offHandItemGen = (ItemGen *)&this->pInventoryItemList[this->pEquipment.uShield - 1];
         if ( offHandItemGen->GetItemEquipType() != EQUIP_SHIELD )
@@ -1908,8 +1908,8 @@
 //----- (0048D676) --------------------------------------------------------
 bool Player::IsUnarmed()
 {
-  return !HasItemEquipped(EQUIP_MAIN_HAND) &&
-        (!HasItemEquipped(EQUIP_OFF_HAND) || GetOffHandItem()->GetItemEquipType() == EQUIP_SHIELD);
+  return !HasItemEquipped(EQUIP_TWO_HANDED) &&
+        (!HasItemEquipped(EQUIP_SINGLE_HANDED) || GetOffHandItem()->GetItemEquipType() == EQUIP_SHIELD);
 }
 
 //----- (0048D6AA) --------------------------------------------------------
@@ -1979,7 +1979,7 @@
     v8 = SkillToMastery(v6);
     itemvalue = itemToSteal->GetValue();
     v10 = itemToSteal->GetItemEquipType();
-    if ( v10 == EQUIP_OFF_HAND || v10 == EQUIP_MAIN_HAND || v10 == EQUIP_BOW )
+    if ( v10 == EQUIP_SINGLE_HANDED || v10 == EQUIP_TWO_HANDED || v10 == EQUIP_BOW )
       itemvalue *= 3;
     currMaxItemValue = StealingRandomBonuses[rand() % 5] + v7 * StealingMasteryBonuses[v8];
     *fineIfFailed = 100 * (reputation + extraStealDifficulty) + itemvalue;
@@ -2283,7 +2283,7 @@
         {
           if ( i == EQUIP_ARMOUR )
             v46[v4++] = this->pEquipment.uArmor - 1;
-          if ( (i == EQUIP_OFF_HAND || i == EQUIP_MAIN_HAND) && GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SHIELD )
+          if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED) && GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SHIELD )
             v46[v4++] = this->pEquipment.pIndices[i] - 1;
         }
       }
@@ -2299,8 +2299,8 @@
         {
           if ( i == EQUIP_BOW )
             v46[v4++] = LOBYTE(this->pEquipment.uBow) - 1;
-          if ( (i == EQUIP_OFF_HAND || i == EQUIP_MAIN_HAND)
-            && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_OFF_HAND || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_MAIN_HAND) )
+          if ( (i == EQUIP_SINGLE_HANDED || i == EQUIP_TWO_HANDED)
+            && (GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_SINGLE_HANDED || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)i) == EQUIP_TWO_HANDED) )
             v46[v4++] = this->pEquipment.pIndices[i] - 1;
         }
       }
@@ -2525,7 +2525,7 @@
   {
       weapon_recovery = base_recovery_times_per_weapon_type[1];
   }
-  else if ( HasItemEquipped(EQUIP_MAIN_HAND) )
+  else if ( HasItemEquipped(EQUIP_TWO_HANDED) )
   {
     weapon = GetMainHandItem();
     if (weapon->GetItemEquipType() == EQUIP_WAND)
@@ -2537,7 +2537,7 @@
     else
       weapon_recovery = base_recovery_times_per_weapon_type[weapon->GetPlayerSkillType()];
   }
-  if (HasItemEquipped(EQUIP_OFF_HAND) && GetEquippedItemEquipType(EQUIP_OFF_HAND) != EQUIP_SHIELD) 
+  if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) != EQUIP_SHIELD) 
       // ADD: shield check because shield recovery is added later and can be accidentally doubled
   {
     if (base_recovery_times_per_weapon_type[GetOffHandItem()->GetPlayerSkillType()] > weapon_recovery)
@@ -2576,7 +2576,7 @@
   }
 
   uint shield_recovery = 0;
-  if (HasItemEquipped(EQUIP_OFF_HAND) && GetEquippedItemEquipType(EQUIP_OFF_HAND) == EQUIP_SHIELD)
+  if (HasItemEquipped(EQUIP_SINGLE_HANDED) && GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) == EQUIP_SHIELD)
   {
     uchar skill_type = GetOffHandItem()->GetPlayerSkillType();
 
@@ -2948,7 +2948,7 @@
 //----- (0048EA46) --------------------------------------------------------
 int Player::GetSpecialItemBonus( int enchantmentId )
 {
-  for (int i = EQUIP_OFF_HAND; i < EQUIP_BOOK; ++i )
+  for (int i = EQUIP_SINGLE_HANDED; i < EQUIP_BOOK; ++i )
   {
     if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) )
     {
@@ -3060,9 +3060,9 @@
       }
       else
       {
-        if ( this->HasItemEquipped(EQUIP_MAIN_HAND) )
+        if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
         {
-          v22 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND);
+          v22 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
           if ( v22 >= 0 && v22 <= 2)
           {
             ItemGen* mainHandItem = GetMainHandItem();
@@ -3078,7 +3078,7 @@
             v5 = mainHandItem->GetDamageMod() + v25 * v26;
           }
         }
-        if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_OFF_HAND) ||  (GetEquippedItemEquipType(EQUIP_OFF_HAND) < 0 || GetEquippedItemEquipType(EQUIP_OFF_HAND) > 2))
+        if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) ||  (GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0 || GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2))
         {
             return v5;
         }
@@ -3098,15 +3098,15 @@
       {
         return 0;
       }
-      if ( this->HasItemEquipped(EQUIP_MAIN_HAND) )
+      if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
       {
-        v17 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND);
+        v17 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
         if ( v17 >= 0 && v17 <= 2)
         {
           v5 = GetMainHandItem()->GetDamageMod();
         }
       }
-      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_OFF_HAND) || (this->GetEquippedItemEquipType(EQUIP_OFF_HAND) < 0) || this->GetEquippedItemEquipType(EQUIP_OFF_HAND) > 2 )
+      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
         return v5;
       else
       {
@@ -3120,9 +3120,9 @@
       {
         return 1;
       }
-      if ( this->HasItemEquipped(EQUIP_MAIN_HAND) )
+      if ( this->HasItemEquipped(EQUIP_TWO_HANDED) )
       {
-        v9 = this->GetEquippedItemEquipType(EQUIP_MAIN_HAND);
+        v9 = this->GetEquippedItemEquipType(EQUIP_TWO_HANDED);
         if ( v9 >= 0 && v9 <= 2)
         {
           ItemGen* mainHandItem = GetMainHandItem();
@@ -3135,7 +3135,7 @@
         }
       }
 
-      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_OFF_HAND) || (this->GetEquippedItemEquipType(EQUIP_OFF_HAND) < 0) || this->GetEquippedItemEquipType(EQUIP_OFF_HAND) > 2 )
+      if ( getOnlyMainHandDmg || !this->HasItemEquipped(EQUIP_SINGLE_HANDED) || (this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) < 0) || this->GetEquippedItemEquipType(EQUIP_SINGLE_HANDED) > 2 )
       {
         return v5;
       }
@@ -3642,7 +3642,7 @@
       if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
       {
         ItemGen* currItem = GetNthEquippedIndexItem(i);
-        if ( currItem->GetItemEquipType() <= EQUIP_MAIN_HAND)
+        if ( currItem->GetItemEquipType() <= EQUIP_TWO_HANDED)
         {
           PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItem->GetPlayerSkillType();
           int currentItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
@@ -3705,7 +3705,7 @@
       if ( this->HasItemEquipped((ITEM_EQUIP_TYPE)i) )
       {
         ItemGen* currItemPtr = GetNthEquippedIndexItem(i);
-        if ( currItemPtr->GetItemEquipType() == EQUIP_MAIN_HAND || currItemPtr->GetItemEquipType() == EQUIP_OFF_HAND )
+        if ( currItemPtr->GetItemEquipType() == EQUIP_TWO_HANDED || currItemPtr->GetItemEquipType() == EQUIP_SINGLE_HANDED )
         {
           PLAYER_SKILL_TYPE currItemSkillType = (PLAYER_SKILL_TYPE)currItemPtr->GetPlayerSkillType();
           int currItemSkillLevel = this->GetActualSkillLevel(currItemSkillType);
@@ -7479,13 +7479,13 @@
         if ( playerPtr->HasItemEquipped(EQUIP_ARMOUR)
           && playerPtr->GetArmorItem()->uItemID == ITEM_ARTIFACT_GOVERNORS_ARMOR )
           dmgToReceive >>= 1;
-        if ( playerPtr->HasItemEquipped(EQUIP_MAIN_HAND))
+        if ( playerPtr->HasItemEquipped(EQUIP_TWO_HANDED))
         {
           ItemGen* mainHandItem = playerPtr->GetMainHandItem();
           if ( mainHandItem->uItemID == ITEM_RELIC_KELEBRIM || mainHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (mainHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
             dmgToReceive >>= 1;
         }
-        if ( playerPtr->HasItemEquipped(EQUIP_OFF_HAND))
+        if ( playerPtr->HasItemEquipped(EQUIP_SINGLE_HANDED))
         {
           ItemGen* offHandItem = playerPtr->GetOffHandItem();
           if ( offHandItem->uItemID == ITEM_RELIC_KELEBRIM || offHandItem->uItemID == ITEM_ARTIFACT_ELFBANE || (offHandItem->GetItemEquipType() == EQUIP_SHIELD && SkillToMastery(playerPtr->pActiveSkills[PLAYER_SKILL_SHIELD]) == 4))
--- a/UI/UICharacter.cpp	Sat Nov 02 17:24:31 2013 +0000
+++ b/UI/UICharacter.cpp	Sat Nov 02 17:45:58 2013 +0000
@@ -777,7 +777,7 @@
       pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), player->pEquipment.uArmor);
     //Рука не занята или ...
     if ( !player->GetItem(&PlayerEquipment::uMainHand)
-         || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_MAIN_HAND)
+         || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED)
          && (player->GetMainHandItem()->GetItemEquipType() != PLAYER_SKILL_SPEAR
          || player->GetItem(&PlayerEquipment::uShield)) )
       pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1],
@@ -1062,7 +1062,7 @@
     }
     //--------------------------------------------(Hand/Рука)------------------------------------------------------
     if ( !player->GetItem(&PlayerEquipment::uMainHand)
-        || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_MAIN_HAND)
+        || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED)
         && (player->GetMainHandItem()->GetPlayerSkillType() != PLAYER_SKILL_SPEAR
         || player->GetItem(&PlayerEquipment::uShield)) )
       pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0],
@@ -1130,7 +1130,7 @@
       //---------------------------------------------(Hand2/Рука2)--------------------------------------------------
       if ( player->GetItem(&PlayerEquipment::uMainHand) )
       {
-        if ( player->GetMainHandItem()->GetItemEquipType() == EQUIP_MAIN_HAND
+        if ( player->GetMainHandItem()->GetItemEquipType() == EQUIP_TWO_HANDED
              || player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR
              && !player->GetItem(&PlayerEquipment::uShield) )
           pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0],
@@ -1161,7 +1161,7 @@
         if ( index >= 0 && index < 17 )
         {
           if ( player->GetItem(&PlayerEquipment::uMainHand)
-            && (player->GetMainHandItem()->GetItemEquipType() == EQUIP_MAIN_HAND
+            && (player->GetMainHandItem()->GetItemEquipType() == EQUIP_TWO_HANDED
             ||  player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR
             && !player->GetItem(&PlayerEquipment::uShield) ))//без щита
           {
@@ -1528,7 +1528,7 @@
   if ( player->GetItem(&PlayerEquipment::uMainHand))
   {
     item = player->GetMainHandItem();
-    if ( item->GetItemEquipType() == EQUIP_MAIN_HAND
+    if ( item->GetItemEquipType() == EQUIP_TWO_HANDED
         || item->GetPlayerSkillType() == PLAYER_SKILL_SPEAR
         && !player->GetItem(&PlayerEquipment::uShield) )
       pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], 
@@ -2347,7 +2347,7 @@
   _this.Reset();
   v1 = pPlayers[uActiveCharacter]->pEquipment.uMainHand;
   v2 = pPlayers[uActiveCharacter]->pEquipment.uShield;
-  if ( v1 && pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1].GetItemEquipType() == EQUIP_MAIN_HAND )
+  if ( v1 && pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1].GetItemEquipType() == EQUIP_TWO_HANDED )
     v51 = v1;
   v3 = pParty->pPickedItem.uItemID;
   if ( pParty->pPickedItem.uItemID )
@@ -2476,7 +2476,7 @@
           _this.uBodyAnchor = 1;
           memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v2], &_this, 0x24u);
           pPlayers[uActiveCharacter]->pEquipment.uShield = v2 + 1;
-          if ( v51 == EQUIP_OFF_HAND )
+          if ( v51 == EQUIP_SINGLE_HANDED )
             return;
         }
         else
@@ -2505,7 +2505,7 @@
         pPlayers[uActiveCharacter]->pEquipment.uMainHand = 0;
         return;
 //-------------------------taken in hand(взять в руку)-------------------------------------------
-      case EQUIP_OFF_HAND:
+      case EQUIP_SINGLE_HANDED:
       case EQUIP_WAND:
         if ( pPlayers[uActiveCharacter]->HasUnderwaterSuitEquipped()
           && pParty->pPickedItem.uItemID != 64
@@ -2610,7 +2610,7 @@
         }
         break;
 //---------------------------take two hands(взять двумя руками)---------------------------------
-      case EQUIP_MAIN_HAND:
+      case EQUIP_TWO_HANDED:
         if ( pPlayers[uActiveCharacter]->HasUnderwaterSuitEquipped() )
         {
           pAudioPlayer->PlaySound(SOUND_error, 0, 0, -1, 0, 0, 0, 0);
--- a/UI/UIPopup.cpp	Sat Nov 02 17:24:31 2013 +0000
+++ b/UI/UIPopup.cpp	Sat Nov 02 17:45:58 2013 +0000
@@ -240,8 +240,8 @@
   out_text[200] = 0;
   switch (inspect_item->GetItemEquipType())
   {
-    case EQUIP_OFF_HAND:
-    case EQUIP_MAIN_HAND:
+    case EQUIP_SINGLE_HANDED:
+    case EQUIP_TWO_HANDED:
       sprintfex(out_text + 100, "%s: +%d   %s: %dd%d", pGlobalTXT_LocalizationStrings[LOCSTR_ATTACK],
           (int)inspect_item->GetDamageMod(), pGlobalTXT_LocalizationStrings[53],
           (int)inspect_item->GetDamageDice(), (int)inspect_item->GetDamageRoll()); //"Damage"
@@ -1688,7 +1688,7 @@
     {
       if (item->IsBroken() ||                         // cant harden broken items
           item->uItemID >= ITEM_ARTIFACT_PUCK ||      // cant harden artifacts
-          item->GetItemEquipType() < EQUIP_OFF_HAND ||
+          item->GetItemEquipType() < EQUIP_SINGLE_HANDED ||
           item->GetItemEquipType() > EQUIP_WAND)
       {
         pMouse->RemoveHoldingItem();
--- a/mm7_6.cpp	Sat Nov 02 17:24:31 2013 +0000
+++ b/mm7_6.cpp	Sat Nov 02 17:45:58 2013 +0000
@@ -438,7 +438,7 @@
     Vec3_int_::Normalize(&a3.x, &a3.y, &a3.z);
 
     DamageMonsterFromParty(PID(OBJECT_Player, uActiveCharacter - 1), target_id, &a3);
-    if (player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_MAIN_HAND) || player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_OFF_HAND))
+    if (player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_TWO_HANDED) || player->WearsItem(ITEM_ARTIFACT_SPLITTER, EQUIP_SINGLE_HANDED))
           _42FA66_do_explosive_impact(
             actor->vPosition.x,
             actor->vPosition.y,
@@ -478,7 +478,7 @@
   else
   {
     int main_hand_idx = player->pEquipment.uMainHand;
-    if (player->HasItemEquipped(EQUIP_MAIN_HAND))
+    if (player->HasItemEquipped(EQUIP_TWO_HANDED))
       v34 = player->pInventoryItemList[main_hand_idx - 1].GetPlayerSkillType();
     pTurnEngine->ApplyPlayerAction();
   }