mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-10 10:50:24 +00:00
Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
This commit is contained in:
+50
-50
@@ -52,47 +52,47 @@ void Mob::SetMobTextureProfile(uint8 material_slot, uint16 texture, uint32 color
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);
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switch (material_slot) {
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case EQEmu::textures::armorHead:
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case EQ::textures::armorHead:
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mob_texture_profile.Head.Material = texture;
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mob_texture_profile.Head.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Head.Color = color;
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break;
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case EQEmu::textures::armorChest:
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case EQ::textures::armorChest:
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mob_texture_profile.Chest.Material = texture;
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mob_texture_profile.Chest.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Chest.Color = color;
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break;
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case EQEmu::textures::armorArms:
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case EQ::textures::armorArms:
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mob_texture_profile.Arms.Material = texture;
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mob_texture_profile.Arms.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Arms.Color = color;
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break;
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case EQEmu::textures::armorWrist:
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case EQ::textures::armorWrist:
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mob_texture_profile.Wrist.Material = texture;
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mob_texture_profile.Wrist.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Wrist.Color = color;
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break;
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case EQEmu::textures::armorHands:
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case EQ::textures::armorHands:
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mob_texture_profile.Hands.Material = texture;
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mob_texture_profile.Hands.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Hands.Color = color;
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break;
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case EQEmu::textures::armorLegs:
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case EQ::textures::armorLegs:
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mob_texture_profile.Legs.Material = texture;
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mob_texture_profile.Legs.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Legs.Color = color;
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break;
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case EQEmu::textures::armorFeet:
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case EQ::textures::armorFeet:
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mob_texture_profile.Feet.Material = texture;
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mob_texture_profile.Feet.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Feet.Color = color;
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break;
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case EQEmu::textures::weaponPrimary:
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case EQ::textures::weaponPrimary:
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mob_texture_profile.Primary.Material = texture;
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mob_texture_profile.Primary.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Primary.Color = color;
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break;
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case EQEmu::textures::weaponSecondary:
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case EQ::textures::weaponSecondary:
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mob_texture_profile.Secondary.Material = texture;
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mob_texture_profile.Secondary.HerosForgeModel = hero_forge_model;
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mob_texture_profile.Secondary.Color = color;
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@@ -111,23 +111,23 @@ void Mob::SetMobTextureProfile(uint8 material_slot, uint16 texture, uint32 color
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int32 Mob::GetTextureProfileMaterial(uint8 material_slot) const
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{
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switch (material_slot) {
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case EQEmu::textures::armorHead:
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case EQ::textures::armorHead:
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return mob_texture_profile.Head.Material;
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case EQEmu::textures::armorChest:
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case EQ::textures::armorChest:
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return mob_texture_profile.Chest.Material;
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case EQEmu::textures::armorArms:
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case EQ::textures::armorArms:
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return mob_texture_profile.Arms.Material;
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case EQEmu::textures::armorWrist:
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case EQ::textures::armorWrist:
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return mob_texture_profile.Wrist.Material;
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case EQEmu::textures::armorHands:
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case EQ::textures::armorHands:
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return mob_texture_profile.Hands.Material;
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case EQEmu::textures::armorLegs:
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case EQ::textures::armorLegs:
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return mob_texture_profile.Legs.Material;
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case EQEmu::textures::armorFeet:
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case EQ::textures::armorFeet:
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return mob_texture_profile.Feet.Material;
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case EQEmu::textures::weaponPrimary:
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case EQ::textures::weaponPrimary:
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return mob_texture_profile.Primary.Material;
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case EQEmu::textures::weaponSecondary:
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case EQ::textures::weaponSecondary:
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return mob_texture_profile.Secondary.Material;
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default:
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return 0;
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@@ -143,23 +143,23 @@ int32 Mob::GetTextureProfileMaterial(uint8 material_slot) const
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int32 Mob::GetTextureProfileColor(uint8 material_slot) const
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{
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switch (material_slot) {
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case EQEmu::textures::armorHead:
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case EQ::textures::armorHead:
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return mob_texture_profile.Head.Color;
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case EQEmu::textures::armorChest:
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case EQ::textures::armorChest:
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return mob_texture_profile.Chest.Color;
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case EQEmu::textures::armorArms:
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case EQ::textures::armorArms:
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return mob_texture_profile.Arms.Color;
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case EQEmu::textures::armorWrist:
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case EQ::textures::armorWrist:
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return mob_texture_profile.Wrist.Color;
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case EQEmu::textures::armorHands:
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case EQ::textures::armorHands:
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return mob_texture_profile.Hands.Color;
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case EQEmu::textures::armorLegs:
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case EQ::textures::armorLegs:
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return mob_texture_profile.Legs.Color;
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case EQEmu::textures::armorFeet:
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case EQ::textures::armorFeet:
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return mob_texture_profile.Feet.Color;
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case EQEmu::textures::weaponPrimary:
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case EQ::textures::weaponPrimary:
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return mob_texture_profile.Primary.Color;
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case EQEmu::textures::weaponSecondary:
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case EQ::textures::weaponSecondary:
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return mob_texture_profile.Secondary.Color;
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default:
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return 0;
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@@ -175,23 +175,23 @@ int32 Mob::GetTextureProfileColor(uint8 material_slot) const
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int32 Mob::GetTextureProfileHeroForgeModel(uint8 material_slot) const
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{
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switch (material_slot) {
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case EQEmu::textures::armorHead:
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case EQ::textures::armorHead:
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return mob_texture_profile.Head.HerosForgeModel;
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case EQEmu::textures::armorChest:
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case EQ::textures::armorChest:
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return mob_texture_profile.Chest.HerosForgeModel;
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case EQEmu::textures::armorArms:
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case EQ::textures::armorArms:
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return mob_texture_profile.Arms.HerosForgeModel;
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case EQEmu::textures::armorWrist:
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case EQ::textures::armorWrist:
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return mob_texture_profile.Wrist.HerosForgeModel;
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case EQEmu::textures::armorHands:
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case EQ::textures::armorHands:
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return mob_texture_profile.Hands.HerosForgeModel;
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case EQEmu::textures::armorLegs:
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case EQ::textures::armorLegs:
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return mob_texture_profile.Legs.HerosForgeModel;
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case EQEmu::textures::armorFeet:
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case EQ::textures::armorFeet:
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return mob_texture_profile.Feet.HerosForgeModel;
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case EQEmu::textures::weaponPrimary:
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case EQ::textures::weaponPrimary:
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return mob_texture_profile.Primary.HerosForgeModel;
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case EQEmu::textures::weaponSecondary:
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case EQ::textures::weaponSecondary:
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return mob_texture_profile.Secondary.HerosForgeModel;
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default:
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return 0;
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@@ -230,18 +230,18 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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* Handle primary / secondary texture
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*/
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bool is_primary_or_secondary_weapon =
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material_slot == EQEmu::textures::weaponPrimary ||
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material_slot == EQEmu::textures::weaponSecondary;
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material_slot == EQ::textures::weaponPrimary ||
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material_slot == EQ::textures::weaponSecondary;
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if (is_primary_or_secondary_weapon) {
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if (this->IsClient()) {
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int16 inventory_slot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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int16 inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (inventory_slot == INVALID_INDEX) {
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return 0;
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}
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const EQEmu::ItemInstance *item_instance = CastToClient()->m_inv[inventory_slot];
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const EQ::ItemInstance *item_instance = CastToClient()->m_inv[inventory_slot];
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if (item_instance) {
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if (item_instance->GetOrnamentationAug(ornamentation_augment_type)) {
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item = item_instance->GetOrnamentationAug(ornamentation_augment_type)->GetItem();
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@@ -273,7 +273,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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*/
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uint32 Mob::GetEquipmentColor(uint8 material_slot) const
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{
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const EQEmu::ItemData *item = nullptr;
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const EQ::ItemData *item = nullptr;
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if (armor_tint.Slot[material_slot].Color) {
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return armor_tint.Slot[material_slot].Color;
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@@ -294,15 +294,15 @@ uint32 Mob::GetEquipmentColor(uint8 material_slot) const
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int32 Mob::GetHerosForgeModel(uint8 material_slot) const
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{
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uint32 hero_model = 0;
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if (material_slot >= 0 && material_slot < EQEmu::textures::weaponPrimary) {
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if (material_slot >= 0 && material_slot < EQ::textures::weaponPrimary) {
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uint32 ornamentation_aug_type = RuleI(Character, OrnamentationAugmentType);
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const EQEmu::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
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int16 invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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const EQ::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot));
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int16 invslot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (item != nullptr && invslot != INVALID_INDEX) {
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if (IsClient()) {
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const EQEmu::ItemInstance *inst = CastToClient()->m_inv[invslot];
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const EQ::ItemInstance *inst = CastToClient()->m_inv[invslot];
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if (inst) {
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if (inst->GetOrnamentationAug(ornamentation_aug_type)) {
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item = inst->GetOrnamentationAug(ornamentation_aug_type)->GetItem();
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@@ -352,7 +352,7 @@ uint32 NPC::GetEquippedItemFromTextureSlot(uint8 material_slot) const
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return 0;
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}
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int16 inventory_slot = EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot);
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int16 inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot);
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if (inventory_slot == INVALID_INDEX) {
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return 0;
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}
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@@ -383,8 +383,8 @@ void Mob::SendArmorAppearance(Client *one_client)
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if (IsPlayerRace(race)) {
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if (!IsClient()) {
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for (uint8 i = 0; i <= EQEmu::textures::materialCount; ++i) {
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const EQEmu::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(i));
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for (uint8 i = 0; i <= EQ::textures::materialCount; ++i) {
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const EQ::ItemData *item = database.GetItem(GetEquippedItemFromTextureSlot(i));
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if (item != nullptr) {
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SendWearChange(i, one_client);
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}
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@@ -392,7 +392,7 @@ void Mob::SendArmorAppearance(Client *one_client)
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}
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}
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for (uint8 i = 0; i <= EQEmu::textures::materialCount; ++i) {
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for (uint8 i = 0; i <= EQ::textures::materialCount; ++i) {
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if (GetTextureProfileMaterial(i)) {
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SendWearChange(i, one_client);
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}
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@@ -419,7 +419,7 @@ void Mob::SendWearChange(uint8 material_slot, Client *one_client)
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#ifdef BOTS
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if (IsBot()) {
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auto item_inst = CastToBot()->GetBotItem(EQEmu::InventoryProfile::CalcSlotFromMaterial(material_slot));
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auto item_inst = CastToBot()->GetBotItem(EQ::InventoryProfile::CalcSlotFromMaterial(material_slot));
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if (item_inst)
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wear_change->color.Color = item_inst->GetColor();
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else
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