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Update npc_types table.
- d_meele_texture1 -> d_melee_texture1 - d_meele_texture2 -> d_melee_texture2 - Required SQL: 2014_12_24_npc_types_update.sql
This commit is contained in:
+11
-11
@@ -261,8 +261,8 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
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if(!IsMerc())
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AI_Start();
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d_meele_texture1 = d->d_meele_texture1;
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d_meele_texture2 = d->d_meele_texture2;
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d_melee_texture1 = d->d_melee_texture1;
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d_melee_texture2 = d->d_melee_texture2;
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ammo_idfile = d->ammo_idfile;
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memset(equipment, 0, sizeof(equipment));
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prim_melee_type = d->prim_melee_type;
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@@ -270,9 +270,9 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
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ranged_type = d->ranged_type;
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// If Melee Textures are not set, set attack type to Hand to Hand as default
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if(!d_meele_texture1)
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if(!d_melee_texture1)
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prim_melee_type = 28;
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if(!d_meele_texture2)
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if(!d_melee_texture2)
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sec_melee_type = 28;
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//give NPCs skill values...
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@@ -924,8 +924,8 @@ NPC* NPC::SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z,
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npc_type->texture = atoi(sep.arg[3]);
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npc_type->light = 0;
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npc_type->runspeed = 1.25;
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npc_type->d_meele_texture1 = atoi(sep.arg[7]);
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npc_type->d_meele_texture2 = atoi(sep.arg[8]);
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npc_type->d_melee_texture1 = atoi(sep.arg[7]);
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npc_type->d_melee_texture2 = atoi(sep.arg[8]);
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npc_type->merchanttype = atoi(sep.arg[9]);
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npc_type->bodytype = atoi(sep.arg[10]);
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@@ -957,7 +957,7 @@ NPC* NPC::SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z,
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client->Message(0, "Current/Max HP: %i", npc->max_hp);
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client->Message(0, "Gender: %u", npc->gender);
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client->Message(0, "Class: %u", npc->class_);
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client->Message(0, "Weapon Item Number: %u/%u", npc->d_meele_texture1, npc->d_meele_texture2);
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client->Message(0, "Weapon Item Number: %u/%u", npc->d_melee_texture1, npc->d_melee_texture2);
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client->Message(0, "MerchantID: %u", npc->MerchantType);
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client->Message(0, "Bodytype: %u", npc->bodytype);
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}
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@@ -1335,9 +1335,9 @@ int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
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case MaterialChest:
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return texture;
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case MaterialPrimary:
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return d_meele_texture1;
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return d_melee_texture1;
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case MaterialSecondary:
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return d_meele_texture2;
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return d_melee_texture2;
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default:
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//they have nothing in the slot, and its not a special slot... they get nothing.
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return(0);
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@@ -2136,10 +2136,10 @@ uint32 NPC::GetSpawnPointID() const
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void NPC::NPCSlotTexture(uint8 slot, uint16 texture)
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{
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if (slot == 7) {
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d_meele_texture1 = texture;
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d_melee_texture1 = texture;
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}
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else if (slot == 8) {
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d_meele_texture2 = texture;
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d_melee_texture2 = texture;
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}
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else if (slot < 6) {
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// Reserved for texturing individual armor slots
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