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[Quest API] Add CloneAppearance() to Perl/Lua. (#2531)
* [Quest API] Add CloneAppearance() to Perl/Lua. # Perl - Add `$client->CloneAppearance(other)` to Perl. - Add `$client->CloneAppearance(other, clone_name)` to Perl. # Lua - Add `client:CloneAppearance(other)` to Lua. - Add `client:CloneAppearance(other, clone_name)` to Lua. # Notes - Allows operators to easily clone appearance between mobs in a script without relying on a plugin or module. * Update mob_appearance.cpp * Update mob.cpp
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+23
-6
@@ -489,9 +489,11 @@ public:
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inline void SetDuelWeaponsEquiped(bool val) { has_duelweaponsequiped = val; }
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bool CanFacestab() { return can_facestab; }
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void SetFacestab(bool val) { can_facestab = val; }
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virtual uint8 ConvertItemTypeToSkillID(uint8 item_type);
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virtual uint16 GetSkill(EQ::skills::SkillType skill_num) const { return 0; }
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virtual uint32 GetEquippedItemFromTextureSlot(uint8 material_slot) const { return(0); }
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virtual int32 GetEquipmentMaterial(uint8 material_slot) const;
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virtual uint8 GetEquipmentType(uint8 material_slot) const;
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virtual int32 GetHerosForgeModel(uint8 material_slot) const;
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virtual uint32 GetEquipmentColor(uint8 material_slot) const;
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virtual uint32 IsEliteMaterialItem(uint8 material_slot) const;
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@@ -840,11 +842,26 @@ public:
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int64 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false, uint16 casterid = 0, Mob *caster = nullptr);
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uint8 IsFocusEffect(uint16 spellid, int effect_index, bool AA=false,uint32 aa_effect=0);
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void SendIllusionPacket(uint16 in_race, uint8 in_gender = 0xFF, uint8 in_texture = 0xFF, uint8 in_helmtexture = 0xFF,
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uint8 in_haircolor = 0xFF, uint8 in_beardcolor = 0xFF, uint8 in_eyecolor1 = 0xFF, uint8 in_eyecolor2 = 0xFF,
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uint8 in_hairstyle = 0xFF, uint8 in_luclinface = 0xFF, uint8 in_beard = 0xFF, uint8 in_aa_title = 0xFF,
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uint32 in_drakkin_heritage = 0xFFFFFFFF, uint32 in_drakkin_tattoo = 0xFFFFFFFF,
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uint32 in_drakkin_details = 0xFFFFFFFF, float in_size = -1.0f, bool send_appearance_effects = true);
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void SendIllusionPacket(
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uint16 in_race,
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uint8 in_gender = 0xFF,
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uint8 in_texture = 0xFF,
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uint8 in_helmtexture = 0xFF,
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uint8 in_haircolor = 0xFF,
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uint8 in_beardcolor = 0xFF,
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uint8 in_eyecolor1 = 0xFF,
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uint8 in_eyecolor2 = 0xFF,
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uint8 in_hairstyle = 0xFF,
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uint8 in_luclinface = 0xFF,
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uint8 in_beard = 0xFF,
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uint8 in_aa_title = 0xFF,
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uint32 in_drakkin_heritage = 0xFFFFFFFF,
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uint32 in_drakkin_tattoo = 0xFFFFFFFF,
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uint32 in_drakkin_details = 0xFFFFFFFF,
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float in_size = -1.0f,
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bool send_appearance_effects = true
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);
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void CloneAppearance(Mob* other, bool clone_name = false);
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void SetFaceAppearance(const FaceChange_Struct& face, bool skip_sender = false);
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bool RandomizeFeatures(bool send_illusion = true, bool set_variables = true);
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virtual void Stun(int duration);
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@@ -1476,7 +1493,7 @@ protected:
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bool no_target_hotkey;
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bool rare_spawn;
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int32 heroic_strikethrough;
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uint32 m_PlayerState;
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uint32 GetPlayerState() { return m_PlayerState; }
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void AddPlayerState(uint32 new_state) { m_PlayerState |= new_state; }
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