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:
Kinglykrab
2014-12-24 01:26:07 -05:00
parent 3bb816ad1d
commit 1329a2f9ba
16 changed files with 49 additions and 46 deletions
+11 -11
View File
@@ -261,8 +261,8 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
if(!IsMerc())
AI_Start();
d_meele_texture1 = d->d_meele_texture1;
d_meele_texture2 = d->d_meele_texture2;
d_melee_texture1 = d->d_melee_texture1;
d_melee_texture2 = d->d_melee_texture2;
ammo_idfile = d->ammo_idfile;
memset(equipment, 0, sizeof(equipment));
prim_melee_type = d->prim_melee_type;
@@ -270,9 +270,9 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
ranged_type = d->ranged_type;
// If Melee Textures are not set, set attack type to Hand to Hand as default
if(!d_meele_texture1)
if(!d_melee_texture1)
prim_melee_type = 28;
if(!d_meele_texture2)
if(!d_melee_texture2)
sec_melee_type = 28;
//give NPCs skill values...
@@ -924,8 +924,8 @@ NPC* NPC::SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z,
npc_type->texture = atoi(sep.arg[3]);
npc_type->light = 0;
npc_type->runspeed = 1.25;
npc_type->d_meele_texture1 = atoi(sep.arg[7]);
npc_type->d_meele_texture2 = atoi(sep.arg[8]);
npc_type->d_melee_texture1 = atoi(sep.arg[7]);
npc_type->d_melee_texture2 = atoi(sep.arg[8]);
npc_type->merchanttype = atoi(sep.arg[9]);
npc_type->bodytype = atoi(sep.arg[10]);
@@ -957,7 +957,7 @@ NPC* NPC::SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z,
client->Message(0, "Current/Max HP: %i", npc->max_hp);
client->Message(0, "Gender: %u", npc->gender);
client->Message(0, "Class: %u", npc->class_);
client->Message(0, "Weapon Item Number: %u/%u", npc->d_meele_texture1, npc->d_meele_texture2);
client->Message(0, "Weapon Item Number: %u/%u", npc->d_melee_texture1, npc->d_melee_texture2);
client->Message(0, "MerchantID: %u", npc->MerchantType);
client->Message(0, "Bodytype: %u", npc->bodytype);
}
@@ -1335,9 +1335,9 @@ int32 NPC::GetEquipmentMaterial(uint8 material_slot) const
case MaterialChest:
return texture;
case MaterialPrimary:
return d_meele_texture1;
return d_melee_texture1;
case MaterialSecondary:
return d_meele_texture2;
return d_melee_texture2;
default:
//they have nothing in the slot, and its not a special slot... they get nothing.
return(0);
@@ -2136,10 +2136,10 @@ uint32 NPC::GetSpawnPointID() const
void NPC::NPCSlotTexture(uint8 slot, uint16 texture)
{
if (slot == 7) {
d_meele_texture1 = texture;
d_melee_texture1 = texture;
}
else if (slot == 8) {
d_meele_texture2 = texture;
d_melee_texture2 = texture;
}
else if (slot < 6) {
// Reserved for texturing individual armor slots