Maintenance: [forced, user-approved] Family D2: remove fabricated ItemNaming / ItemNamingContext reference structs; their methods are

Batch #10201 by ragnarok-clanker: forced by an admin (14 lower score(s), 95 changed function(s)); checked with 256 compiled unit(s), including every includer of Source/Contents/Items/ItemInfo.h, Source/Contents/Items/ItemNaming.h, Source/UI/Shortcuts/ShortcutTooltip.h, Source/UI/Shortcuts/ShortcutUse.h, Source/UI/Text/ItemLinkDisplay.h, Source/UI/Text/UITextViewer.h, Source/UI/UIBasicCtrl.h.
This commit is contained in:
ragnarok-clanker 2026-11-02 22:03:09 +00:00
commit ae35da0248
40 changed files with 244 additions and 544 deletions

View file

@ -258,11 +258,7 @@ void CSession::UnequipItem61B8(const ITEM_INFO& item) {
ITEM_INFO equipped = g_session.FindItemByIdentity(item.unknown_0000[1], location);
if (equipped.unknown_0000[1] != 0) {
const char* message = LookupMessage(0xAB);
ItemDescriptions descriptions{g_itemDescriptions};
bool languagePrefix = false;
WORD language = g_serverLanguage->language;
ItemNaming naming{descriptions, g_itemCardNames, *g_playerNameDictionary, languagePrefix, g_serviceType, language};
const std::string name = naming.DisplayName(equipped, 0);
const std::string name = equipped.DisplayName(0);
const std::string text = FormatOwnedString("%s%s", name.c_str(), message);
g_windowMgr.SendNotice(1, reinterpret_cast<std::intptr_t>(text.c_str()), 0xFF, 7, 0, 0);
}