Converted MATERIAL defines to MaterialUseSlots enumeration

This commit is contained in:
Uleat
2013-10-27 08:01:37 -04:00
parent df47e17c8e
commit 0d5fc26841
20 changed files with 176 additions and 165 deletions
+5 -5
View File
@@ -72,7 +72,7 @@ Mob::Mob(const char* in_name,
uint32 in_drakkin_heritage,
uint32 in_drakkin_tattoo,
uint32 in_drakkin_details,
uint32 in_armor_tint[MAX_MATERIALS],
uint32 in_armor_tint[_MaterialCount],
uint8 in_aa_title,
uint8 in_see_invis, // see through invis/ivu
@@ -238,7 +238,7 @@ Mob::Mob(const char* in_name,
SkillProcs[j].base_spellID = SPELL_UNKNOWN;
}
for (i = 0; i < MAX_MATERIALS; i++)
for (i = 0; i < _MaterialCount; i++)
{
if (in_armor_tint)
{
@@ -945,7 +945,7 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
for(i = 0; i < MAX_MATERIALS; i++)
for(i = 0; i < _MaterialCount; i++)
{
ns->spawn.equipment[i] = GetEquipmentMaterial(i);
if (armor_tint[i])
@@ -2556,8 +2556,8 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
{
if // for primary and secondary we need the model, not the material
(
material_slot == MATERIAL_PRIMARY ||
material_slot == MATERIAL_SECONDARY
material_slot == MaterialPrimary ||
material_slot == MaterialSecondary
)
{
if(strlen(item->IDFile) > 2)