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(RoF2) Fixed dropping items on the ground so they go to ground level instead of camera height.
Show Helm Option should be functional again.
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+1
-38
@@ -1817,45 +1817,8 @@ void Client::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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}
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ns->spawn.size = 0; // Changing size works, but then movement stops! (wth?)
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ns->spawn.runspeed = (gmspeed == 0) ? runspeed : 3.125f;
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if (!m_pp.showhelm) ns->spawn.showhelm = 0;
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ns->spawn.showhelm = m_pp.showhelm ? 1 : 0;
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/*
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// Equipment/Weapons already set from Mob::FillSpawnStruct
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// Commenting this out for now
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const Item_Struct* item = nullptr;
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const ItemInst* inst = nullptr;
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int16 invslot;
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for (uint32 matslot = 0; matslot < _MaterialCount; matslot++)
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{
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// Only Player Races Wear Armor
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if (IsPlayerRace(race) || matslot > 6)
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{
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invslot = Inventory::CalcSlotFromMaterial(matslot);
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if (invslot == INVALID_INDEX)
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continue;
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if ((inst = m_inv[invslot]) && inst->IsType(ItemClassCommon))
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{
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item = inst->GetItem();
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if (matslot > 6)
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{
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// Weapon Models
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ns->spawn.equipment[matslot].material = GetEquipmentMaterial(matslot);
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}
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else
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{
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// Armor Materials/Models
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ns->spawn.equipment[matslot].material = item->Material;
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ns->spawn.equipment[matslot].elitematerial = item->EliteMaterial;
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ns->spawn.equipment[matslot].heroforgemodel = GetHerosForgeModel(matslot);
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ns->spawn.colors[matslot].color = m_pp.item_tint[matslot].rgb.use_tint ? m_pp.item_tint[matslot].color : item->Color;
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}
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}
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}
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}
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*/
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}
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bool Client::GMHideMe(Client* client) {
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+9
-1
@@ -118,7 +118,15 @@ Object::Object(Client* client, const ItemInst* inst)
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m_data.heading = client->GetHeading();
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m_data.x = client->GetX();
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m_data.y = client->GetY();
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m_data.z = client->GetZ();
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if (client->GetClientVersion() >= EQClientRoF2)
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{
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// RoF2 places items at player's Z, which is 0.625 of their height.
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m_data.z = client->GetZ() - (client->GetSize() * 0.625f);
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}
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else
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{
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m_data.z = client->GetZ();
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}
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m_data.zone_id = zone->GetZoneID();
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decay_timer.Start();
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