(RoF+) Implemented Hero's Forge Armor Models for Items. To use, set herosforgemodel field in the item table to a model number such as 63 (for example).

This commit is contained in:
Trevius
2014-12-09 21:18:56 -06:00
parent 4161ab3051
commit 37951d09c7
28 changed files with 444 additions and 350 deletions
+40 -17
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@@ -145,6 +145,28 @@ struct Color_Struct
};
};
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct EquipStruct {
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/ uint32 heroforgemodel;
/*16*/ uint32 material2; // Same as material?
/*20*/
};
struct CharSelectEquip {
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
/*
** Character Selection Struct
** Length: 1704 Bytes
@@ -152,10 +174,11 @@ struct Color_Struct
*/
struct CharacterSelect_Struct {
/*0000*/ uint32 race[10]; // Characters Race
/*0040*/ Color_Struct cs_colors[10][9]; // Characters Equipment Colors
/*0040*/ //Color_Struct cs_colors[10][9]; // Characters Equipment Colors
/*0400*/ uint8 beardcolor[10]; // Characters beard Color
/*0410*/ uint8 hairstyle[10]; // Characters hair style
/*0420*/ uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
/*0420*/ //uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
/*0000*/ CharSelectEquip equip[10][9];
/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
@@ -258,21 +281,21 @@ struct Spawn_Struct {
/*0193*/ uint8 guildrank; // 0=normal, 1=officer, 2=leader
/*0194*/ uint8 unknown0194[3];
/*0197*/ union
{
struct
{
/*0197*/ uint32 equip_helmet; // Equipment: Helmet Visual
/*0201*/ uint32 equip_chest; // Equipment: Chest Visual
/*0205*/ uint32 equip_arms; // Equipment: Arms Visual
/*0209*/ uint32 equip_bracers; // Equipment: Bracers Visual
/*0213*/ uint32 equip_hands; // Equipment: Hands Visual
/*0217*/ uint32 equip_legs; // Equipment: Legs Visual
/*0221*/ uint32 equip_feet; // Equipment: Feet Visual
/*0225*/ uint32 equip_primary; // Equipment: Primary Visual
/*0229*/ uint32 equip_secondary; // Equipment: Secondary Visual
} equip;
/*0197*/ uint32 equipment[_MaterialCount]; // Array elements correspond to struct equipment above
};
{
struct
{
/*0000*/ EquipStruct equip_helmet; // Equipment: Helmet visual
/*0000*/ EquipStruct equip_chest; // Equipment: Chest visual
/*0000*/ EquipStruct equip_arms; // Equipment: Arms visual
/*0000*/ EquipStruct equip_bracers; // Equipment: Wrist visual
/*0000*/ EquipStruct equip_hands; // Equipment: Hands visual
/*0000*/ EquipStruct equip_legs; // Equipment: Legs visual
/*0000*/ EquipStruct equip_feet; // Equipment: Boots visual
/*0000*/ EquipStruct equip_primary; // Equipment: Main visual
/*0000*/ EquipStruct equip_secondary; // Equipment: Off visual
} equip;
/*0000*/ EquipStruct equipment[_MaterialCount];
};
/*0233*/ float runspeed; // Speed when running
/*0036*/ uint8 afk; // 0=no, 1=afk
/*0238*/ uint32 guildID; // Current guild
+1
View File
@@ -65,6 +65,7 @@ F(UNK054)
F(maxcharges)
F(itemtype)
F(material)
F(herosforgemodel)
F(sellrate)
F(UNK059)
F(casttime)
+2 -1
View File
@@ -143,7 +143,7 @@ struct Item_Struct {
uint8 Delay; // Delay * 10
uint8 RecLevel; // Recommended level to use item
uint8 RecSkill; // Recommended skill to use item (refers to primary skill of item)
uint8 ElemDmgType; // Elemental Damage Type (1=magic, 2=fire)
uint8 ElemDmgType; // Elemental Damage Type (1=magic, 2=fire)
uint8 ElemDmgAmt; // Elemental Damage
uint8 Range; // Range of item
uint32 Damage; // Delay between item usage (in 0.1 sec increments)
@@ -154,6 +154,7 @@ struct Item_Struct {
int16 MaxCharges; // Maximum charges items can hold: -1 if not a chargeable item
uint8 ItemType; // Item Type/Skill (itemClass* from above)
uint8 Material; // Item material type
uint32 HerosForgeModel;// Hero's Forge Armor Model Type (2-13?)
float SellRate; // Sell rate
//uint32 Unk059;
union {
+4 -3
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@@ -546,6 +546,7 @@ namespace Client62
for (r = 0; r < 9; r++) {
OUT(item_material[r]);
OUT(item_tint[r].color);
}
for (r = 0; r < structs::MAX_PP_AA_ARRAY; r++) {
OUT(aa_array[r].AA);
@@ -785,8 +786,8 @@ namespace Client62
OUT(beard[r]);
int k;
for (k = 0; k < 9; k++) {
OUT(equip[r][k]);
OUT(cs_colors[r][k].color);
eq->equip[r][k] = emu->equip[r][k].material;
eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
}
OUT(haircolor[r]);
OUT(gohome[r]);
@@ -934,7 +935,7 @@ namespace Client62
eq->petOwnerId = emu->petOwnerId;
eq->guildrank = emu->guildrank;
for (k = 0; k < 9; k++) {
eq->equipment[k] = emu->equipment[k];
eq->equipment[k] = emu->equipment[k].material;
eq->colors[k].color = emu->colors[k].color;
}
for (k = 0; k < 8; k++) {
+16 -16
View File
@@ -2874,12 +2874,12 @@ namespace RoF
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].equip2 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].equip3 = emu->equip[r][k];
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
eq2->equip[k].material2 = emu->equip[r][k].material2;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->u15 = 0xff;
eq2->u19 = 0xFF;
@@ -3809,11 +3809,11 @@ namespace RoF
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].equip2 = 0;
Equipment[k].equip3 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
Equipment[k].material2 = emu->equipment[k].heroforgemodel;
Equipment[k].elitematerial = emu->equipment[k].material2;
}
Buffer += (sizeof(structs::EquipStruct) * 9);
@@ -3826,13 +3826,13 @@ namespace RoF
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
@@ -5017,10 +5017,10 @@ namespace RoF
ibs.Prestige = 0;
ibs.ItemType = item->ItemType;
ibs.Material = item->Material;
ibs.unknown7 = 0;
ibs.MaterialUnknown1 = 0;
ibs.EliteMaterial = item->EliteMaterial;
ibs.unknown_RoF3 = 0;
ibs.unknown_RoF4 = 0;
ibs.HerosForgeModel = item->HerosForgeModel;
ibs.MaterialUnknown2 = 0;
ibs.SellRate = item->SellRate;
ibs.CombatEffects = item->CombatEffects;
ibs.Shielding = item->Shielding;
+17 -17
View File
@@ -2874,12 +2874,12 @@ namespace RoF2
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].equip2 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].equip3 = emu->equip[r][k];
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
eq2->equip[k].material2 = emu->equip[r][k].material2;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->u15 = 0xff;
eq2->u19 = 0xFF;
@@ -3813,11 +3813,11 @@ namespace RoF2
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].equip2 = 0;
Equipment[k].equip3 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
Equipment[k].material2 = emu->equipment[k].heroforgemodel;
Equipment[k].elitematerial = emu->equipment[k].material2;
}
Buffer += (sizeof(structs::EquipStruct) * 9);
@@ -3830,13 +3830,13 @@ namespace RoF2
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
@@ -4919,7 +4919,7 @@ namespace RoF2
hdrf.unknowna5 = 0;
hdrf.ItemClass = item->ItemClass;
ss.write((const char*)&hdrf, sizeof(RoF2::structs::ItemSerializationHeaderFinish));
if (strlen(item->Name) > 0)
{
ss.write(item->Name, strlen(item->Name));
@@ -5021,10 +5021,10 @@ namespace RoF2
ibs.Prestige = 0;
ibs.ItemType = item->ItemType;
ibs.Material = item->Material;
ibs.unknown7 = 0;
ibs.MaterialUnknown1 = 0;
ibs.EliteMaterial = item->EliteMaterial;
ibs.unknown_RoF23 = 0;
ibs.unknown_RoF24 = 0;
ibs.HerosForgeModel = item->HerosForgeModel;
ibs.MaterialUnknown2 = 0;
ibs.SellRate = item->SellRate;
ibs.CombatEffects = item->CombatEffects;
ibs.Shielding = item->Shielding;
+47 -50
View File
@@ -160,13 +160,25 @@ struct Color_Struct
};
};
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct EquipStruct {
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/ uint32 heroforgemodel;
/*16*/ uint32 material2; // Same as material?
/*20*/
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 equip2;
uint32 itemid;
uint32 equip3;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
@@ -252,21 +264,6 @@ struct Membership_Struct
/*104*/
};
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 equip2;
/*12*/ uint32 itemId;
/*16*/ uint32 equip3; // Same as equip0?
/*20*/
};
/*
** Generic Spawn Struct
** Length: 897 Octets
@@ -1018,38 +1015,38 @@ union
{
struct
{
/*00184*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
/*00204*/ EquipStruct equip_chest; // Equiptment: Chest visual
/*00224*/ EquipStruct equip_arms; // Equiptment: Arms visual
/*00244*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
/*00264*/ EquipStruct equip_hands; // Equiptment: Hands visual
/*00284*/ EquipStruct equip_legs; // Equiptment: Legs visual
/*00304*/ EquipStruct equip_feet; // Equiptment: Boots visual
/*00324*/ EquipStruct equip_primary; // Equiptment: Main visual
/*00344*/ EquipStruct equip_secondary; // Equiptment: Off visual
/*00184*/ EquipStruct equip_helmet; // Equipment: Helmet visual
/*00204*/ EquipStruct equip_chest; // Equipment: Chest visual
/*00224*/ EquipStruct equip_arms; // Equipment: Arms visual
/*00244*/ EquipStruct equip_bracers; // Equipment: Wrist visual
/*00264*/ EquipStruct equip_hands; // Equipment: Hands visual
/*00284*/ EquipStruct equip_legs; // Equipment: Legs visual
/*00304*/ EquipStruct equip_feet; // Equipment: Boots visual
/*00324*/ EquipStruct equip_primary; // Equipment: Main visual
/*00344*/ EquipStruct equip_secondary; // Equipment: Off visual
// Below slots are just guesses, but all 0s anyway...
/*00364*/ EquipStruct equip_charm; // Equiptment: Non-visual
/*00384*/ EquipStruct equip_ear1; // Equiptment: Non-visual
/*00404*/ EquipStruct equip_ear2; // Equiptment: Non-visual
/*00424*/ EquipStruct equip_face; // Equiptment: Non-visual
/*00444*/ EquipStruct equip_neck; // Equiptment: Non-visual
/*00464*/ EquipStruct equip_shoulder; // Equiptment: Non-visual
/*00484*/ EquipStruct equip_bracer2; // Equiptment: Non-visual
/*00504*/ EquipStruct equip_range; // Equiptment: Non-visual
/*00524*/ EquipStruct equip_ring1; // Equiptment: Non-visual
/*00544*/ EquipStruct equip_ring2; // Equiptment: Non-visual
/*00564*/ EquipStruct equip_waist; // Equiptment: Non-visual
/*00584*/ EquipStruct equip_powersource; // Equiptment: Non-visual
/*00604*/ EquipStruct equip_ammo; // Equiptment: Non-visual
/*00364*/ EquipStruct equip_charm; // Equipment: Non-visual
/*00384*/ EquipStruct equip_ear1; // Equipment: Non-visual
/*00404*/ EquipStruct equip_ear2; // Equipment: Non-visual
/*00424*/ EquipStruct equip_face; // Equipment: Non-visual
/*00444*/ EquipStruct equip_neck; // Equipment: Non-visual
/*00464*/ EquipStruct equip_shoulder; // Equipment: Non-visual
/*00484*/ EquipStruct equip_bracer2; // Equipment: Non-visual
/*00504*/ EquipStruct equip_range; // Equipment: Non-visual
/*00524*/ EquipStruct equip_ring1; // Equipment: Non-visual
/*00544*/ EquipStruct equip_ring2; // Equipment: Non-visual
/*00564*/ EquipStruct equip_waist; // Equipment: Non-visual
/*00584*/ EquipStruct equip_powersource;// Equipment: Non-visual
/*00604*/ EquipStruct equip_ammo; // Equipment: Non-visual
} equip;
/*00184*/ EquipStruct equipment[22];
/*00184*/ EquipStruct equipment[22]; // Total Slots
};
/*00624*/ uint32 equip2_count; // Seen 9
/*00628*/ EquipStruct equipment2[9]; // Appears to be Visible slots, but all 0s
/*00628*/ EquipStruct equipment2[_MaterialCount]; // Appears to be Visible slots, but all 0s
/*00808*/ uint32 tint_count; // Seen 9
/*00812*/ Color_Struct item_tint[9]; // RR GG BB 00
/*00812*/ Color_Struct item_tint[_MaterialCount]; // RR GG BB 00
/*00848*/ uint32 tint_count2; // Seen 9
/*00852*/ Color_Struct item_tint2[9]; // RR GG BB 00
/*00852*/ Color_Struct item_tint2[_MaterialCount]; // RR GG BB 00
/*00888*/ uint8 haircolor; // Player hair color
/*00889*/ uint8 beardcolor; // Player beard color
/*00890*/ uint32 unknown_rof5; //
@@ -4504,10 +4501,10 @@ struct ItemBodyStruct
uint32 Prestige; // New to March 21 2012 client
uint8 ItemType;
uint32 Material;
uint32 unknown7;
uint32 MaterialUnknown1;
uint32 EliteMaterial;
uint32 unknown_RoF23; // New to March 21 2012 client
uint32 unknown_RoF24; // New to December 10th 2012 client - NEW
uint32 HerosForgeModel; // New to March 21 2012 client
uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
float SellRate;
int32 CombatEffects;
int32 Shielding;
+13 -14
View File
@@ -161,12 +161,11 @@ struct Color_Struct
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 equip2;
uint32 itemid;
uint32 equip3;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
uint32 heroforgemodel;
uint32 material2;
Color_Struct color;
};
@@ -258,11 +257,11 @@ struct Membership_Struct
* Size: 20 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 equip2;
/*12*/ uint32 itemId;
/*16*/ uint32 equip3; // Same as equip0?
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/ uint32 heroforgemodel;
/*16*/ uint32 material2; // Same as material?
/*20*/
};
@@ -4499,10 +4498,10 @@ struct ItemBodyStruct
uint32 Prestige; // New to March 21 2012 client
uint8 ItemType;
uint32 Material;
uint32 unknown7;
uint32 MaterialUnknown1;
uint32 EliteMaterial;
uint32 unknown_RoF3; // New to March 21 2012 client
uint32 unknown_RoF4; // New to December 10th 2012 client - NEW
uint32 HerosForgeModel; // New to March 21 2012 client
uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
float SellRate;
int32 CombatEffects;
int32 Shielding;
+12 -12
View File
@@ -1429,9 +1429,9 @@ namespace SoD
OUT(beard);
// OUT(unknown00178[10]);
for (r = 0; r < 9; r++) {
eq->equipment[r].equip0 = emu->item_material[r];
eq->equipment[r].equip1 = 0;
eq->equipment[r].itemId = 0;
eq->equipment[r].material = emu->item_material[r];
eq->equipment[r].unknown1 = 0;
eq->equipment[r].elitematerial = 0;
//eq->colors[r].color = emu->colors[r].color;
}
for (r = 0; r < 7; r++) {
@@ -1825,10 +1825,10 @@ namespace SoD
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
@@ -2548,11 +2548,11 @@ namespace SoD
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
}
@@ -2563,9 +2563,9 @@ namespace SoD
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
}
Buffer += (sizeof(structs::EquipStruct) * 9);
+6 -6
View File
@@ -118,9 +118,9 @@ struct Color_Struct
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 itemid;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
Color_Struct color;
};
@@ -169,9 +169,9 @@ struct CharacterSelect_Struct {
* Size: 12 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 itemId;
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/
};
+10 -10
View File
@@ -1087,9 +1087,9 @@ namespace SoF
OUT(beard);
// OUT(unknown00178[10]);
for (r = 0; r < 9; r++) {
eq->equipment[r].equip0 = emu->item_material[r];
eq->equipment[r].equip1 = 0;
eq->equipment[r].itemId = 0;
eq->equipment[r].material = emu->item_material[r];
eq->equipment[r].unknown1 = 0;
eq->equipment[r].elitematerial = 0;
//eq->colors[r].color = emu->colors[r].color;
}
for (r = 0; r < 7; r++) {
@@ -1484,10 +1484,10 @@ namespace SoF
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
@@ -1840,9 +1840,9 @@ namespace SoF
eq->drakkin_heritage = emu->drakkin_heritage;
eq->gender = emu->gender;
for (k = 0; k < 9; k++) {
eq->equipment[k].equip0 = emu->equipment[k];
eq->equipment[k].equip1 = 0;
eq->equipment[k].itemId = 0;
eq->equipment[k].material = emu->equipment[k].material;
eq->equipment[k].unknown1 = emu->equipment[k].unknown1;
eq->equipment[k].elitematerial = emu->equipment[k].elitematerial;
eq->colors[k].color = emu->colors[k].color;
}
eq->StandState = emu->StandState;
+6 -7
View File
@@ -117,10 +117,9 @@ struct Color_Struct
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 itemid;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
Color_Struct color;
};
@@ -167,9 +166,9 @@ struct CharacterSelect_Struct {
* Size: 12 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 itemId;
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/
};
+3 -3
View File
@@ -1042,8 +1042,8 @@ namespace Titanium
OUT(beard[r]);
int k;
for (k = 0; k < 9; k++) {
OUT(equip[r][k]);
OUT(cs_colors[r][k].color);
eq->equip[r][k] = emu->equip[r][k].material;
eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
}
OUT(haircolor[r]);
OUT(gohome[r]);
@@ -1270,7 +1270,7 @@ namespace Titanium
eq->guildrank = emu->guildrank;
// eq->unknown0194[3] = emu->unknown0194[3];
for (k = 0; k < 9; k++) {
eq->equipment[k] = emu->equipment[k];
eq->equipment[k] = emu->equipment[k].material;
eq->colors[k].color = emu->colors[k].color;
}
for (k = 0; k < 8; k++) {
+12 -12
View File
@@ -1702,9 +1702,9 @@ namespace Underfoot
OUT(beard);
// OUT(unknown00178[10]);
for (r = 0; r < 9; r++) {
eq->equipment[r].equip0 = emu->item_material[r];
eq->equipment[r].equip1 = 0;
eq->equipment[r].itemId = 0;
eq->equipment[r].material = emu->item_material[r];
eq->equipment[r].unknown1 = 0;
eq->equipment[r].elitematerial = 0;
//eq->colors[r].color = emu->colors[r].color;
}
for (r = 0; r < 7; r++) {
@@ -2132,10 +2132,10 @@ namespace Underfoot
eq2->face = emu->face[r];
int k;
for (k = 0; k < _MaterialCount; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
eq2->equip[k].material = emu->equip[r][k].material;
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
eq2->equip[k].color.color = emu->equip[r][k].color.color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
@@ -2832,11 +2832,11 @@ namespace Underfoot
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary]);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
}
@@ -2846,9 +2846,9 @@ namespace Underfoot
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
for (k = 0; k < 9; k++) {
Equipment[k].equip0 = emu->equipment[k];
Equipment[k].equip1 = 0;
Equipment[k].itemId = 0;
Equipment[k].material = emu->equipment[k].material;
Equipment[k].unknown1 = emu->equipment[k].unknown1;
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
}
Buffer += (sizeof(structs::EquipStruct) * 9);
+6 -7
View File
@@ -117,10 +117,9 @@ struct Color_Struct
};
struct CharSelectEquip {
//totally guessed;
uint32 equip0;
uint32 equip1;
uint32 itemid;
uint32 material;
uint32 unknown1;
uint32 elitematerial;
Color_Struct color;
};
@@ -169,9 +168,9 @@ struct CharacterSelect_Struct {
* Size: 12 Octets
*/
struct EquipStruct {
/*00*/ uint32 equip0;
/*04*/ uint32 equip1;
/*08*/ uint32 itemId;
/*00*/ uint32 material;
/*04*/ uint32 unknown1;
/*08*/ uint32 elitematerial;
/*12*/
};
+19 -2
View File
@@ -852,9 +852,26 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
item.MaxCharges = (int16)atoi(row[ItemField::maxcharges]);
item.ItemType = (uint8)atoi(row[ItemField::itemtype]);
item.Material = (uint8)atoi(row[ItemField::material]);
item.Material = (uint8)atoi(row[ItemField::material]);
item.HerosForgeModel = (uint32)atoi(row[ItemField::herosforgemodel]);
if (item.HerosForgeModel > 0)
{
item.HerosForgeModel *= 100;
uint32 HeroSlot = 0;
switch (item.Slots)
{
case 4: { HeroSlot = 0; break; } // Head
case 131072: { HeroSlot = 1; break; } // Chest
case 128: { HeroSlot = 2; break; } // Arms
case 1536: { HeroSlot = 3; break; } // Bracers
case 4096: { HeroSlot = 4; break; } // Hands
case 262144: { HeroSlot = 5; break; } // Legs
case 524288: { HeroSlot = 6; break; } // Feet
default: { HeroSlot = 1; break; } // Chest
}
item.HerosForgeModel += HeroSlot;
}
item.SellRate = (float)atof(row[ItemField::sellrate]);
item.CastTime = (uint32)atoul(row[ItemField::casttime]);
item.EliteMaterial = (uint32)atoul(row[ItemField::elitematerial]);
item.ProcRate = (int32)atoi(row[ItemField::procrate]);