[Feature] Enable spawn attribute for NPCTintID (#4871)

* Add scripting for NPCTintIndex

* AddNPCTintID

Add NPCTintID to spawn logic

* Update base_npc_types_repository.h

* Correct version.h
This commit is contained in:
Mitch Freeman
2025-05-14 22:26:35 -03:00
committed by GitHub
parent 1221e88d92
commit 20da490bda
14 changed files with 106 additions and 34 deletions
+21 -18
View File
@@ -101,7 +101,8 @@ Mob::Mob(
bool in_always_aggro,
int32 in_heroic_strikethrough,
bool in_keeps_sold_items,
int64 in_hp_regen_per_second
int64 in_hp_regen_per_second,
uint32 npc_tint_id
) :
attack_timer(2000),
attack_dw_timer(2000),
@@ -289,6 +290,7 @@ Mob::Mob(
always_aggro = in_always_aggro;
heroic_strikethrough = in_heroic_strikethrough;
keeps_sold_items = in_keeps_sold_items;
m_npc_tint_id = npc_tint_id;
InitializeBuffSlots();
@@ -1285,23 +1287,24 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
}
ns->spawn.heading = FloatToEQ12(m_Position.w);
ns->spawn.x = FloatToEQ19(m_Position.x);//((int32)x_pos)<<3;
ns->spawn.y = FloatToEQ19(m_Position.y);//((int32)y_pos)<<3;
ns->spawn.z = FloatToEQ19(m_Position.z);//((int32)z_pos)<<3;
ns->spawn.spawnId = GetID();
ns->spawn.curHp = static_cast<uint8>(GetHPRatio());
ns->spawn.max_hp = 100; //this field needs a better name
ns->spawn.race = (use_model) ? use_model : race;
ns->spawn.runspeed = runspeed;
ns->spawn.walkspeed = walkspeed;
ns->spawn.class_ = class_;
ns->spawn.gender = gender;
ns->spawn.level = level;
ns->spawn.PlayerState = GetPlayerState();
ns->spawn.deity = deity;
ns->spawn.animation = 0;
ns->spawn.findable = findable?1:0;
ns->spawn.heading = FloatToEQ12(m_Position.w);
ns->spawn.x = FloatToEQ19(m_Position.x); //((int32)x_pos)<<3;
ns->spawn.y = FloatToEQ19(m_Position.y); //((int32)y_pos)<<3;
ns->spawn.z = FloatToEQ19(m_Position.z); //((int32)z_pos)<<3;
ns->spawn.spawnId = GetID();
ns->spawn.curHp = static_cast<uint8>(GetHPRatio());
ns->spawn.max_hp = 100; // this field needs a better name
ns->spawn.race = (use_model) ? use_model : race;
ns->spawn.runspeed = runspeed;
ns->spawn.walkspeed = walkspeed;
ns->spawn.class_ = class_;
ns->spawn.gender = gender;
ns->spawn.level = level;
ns->spawn.PlayerState = GetPlayerState();
ns->spawn.deity = deity;
ns->spawn.animation = 0;
ns->spawn.findable = findable ? 1 : 0;
ns->spawn.npc_tint_id = GetNpcTintId();
UpdateActiveLight();
ns->spawn.light = m_Light.Type[EQ::lightsource::LightActive];