const char *Name() const { return name; }
bool IsMostUseful() const { return mostUseful; }
- bool IsEquipable() const { return equipable; }
+ bool IsEquipable() const { return equipability; }
bool IsCursed() const { return cursed; }
bool IsFruit() const { return fruit; }
bool IsScenario() const { return scenario; }
bool HasBattleAnimation() const { return properties & PROPERTY_HAS_BATTLE_ANIMATION; }
bool HasIkariEffect() const { return properties & PROPERTY_HAS_IKARI_EFFECT; }
+ static bool Less(const Item &, const Item &);
+
// temporary setters
public:
void SetName(const char *n) { name = n; }
Uint16 properties;
TargetingMode targettingMode;
- Uint8 equipability;
+ int equipability;
HeroGroup equipableBy;
// TODO: turn these back into bits as soon as fields are implemented in the loader
bool mostUseful;
- bool equipable;
bool cursed;
bool fruit;
bool scenario;