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(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).
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+40
-17
@@ -145,6 +145,28 @@ struct Color_Struct
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};
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};
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/*
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* Visible equiptment.
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* Size: 20 Octets
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*/
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struct EquipStruct {
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/*00*/ uint32 material;
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/*04*/ uint32 unknown1;
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/*08*/ uint32 elitematerial;
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/*12*/ uint32 heroforgemodel;
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/*16*/ uint32 material2; // Same as material?
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/*20*/
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};
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struct CharSelectEquip {
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uint32 material;
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uint32 unknown1;
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uint32 elitematerial;
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uint32 heroforgemodel;
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uint32 material2;
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Color_Struct color;
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};
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/*
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** Character Selection Struct
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** Length: 1704 Bytes
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@@ -152,10 +174,11 @@ struct Color_Struct
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*/
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struct CharacterSelect_Struct {
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/*0000*/ uint32 race[10]; // Characters Race
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/*0040*/ Color_Struct cs_colors[10][9]; // Characters Equipment Colors
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/*0040*/ //Color_Struct cs_colors[10][9]; // Characters Equipment Colors
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/*0400*/ uint8 beardcolor[10]; // Characters beard Color
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/*0410*/ uint8 hairstyle[10]; // Characters hair style
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/*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)
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/*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)
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/*0000*/ CharSelectEquip equip[10][9];
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/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
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/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
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/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
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@@ -258,21 +281,21 @@ struct Spawn_Struct {
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/*0193*/ uint8 guildrank; // 0=normal, 1=officer, 2=leader
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/*0194*/ uint8 unknown0194[3];
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/*0197*/ union
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{
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struct
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{
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/*0197*/ uint32 equip_helmet; // Equipment: Helmet Visual
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/*0201*/ uint32 equip_chest; // Equipment: Chest Visual
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/*0205*/ uint32 equip_arms; // Equipment: Arms Visual
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/*0209*/ uint32 equip_bracers; // Equipment: Bracers Visual
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/*0213*/ uint32 equip_hands; // Equipment: Hands Visual
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/*0217*/ uint32 equip_legs; // Equipment: Legs Visual
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/*0221*/ uint32 equip_feet; // Equipment: Feet Visual
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/*0225*/ uint32 equip_primary; // Equipment: Primary Visual
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/*0229*/ uint32 equip_secondary; // Equipment: Secondary Visual
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} equip;
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/*0197*/ uint32 equipment[_MaterialCount]; // Array elements correspond to struct equipment above
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};
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{
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struct
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{
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/*0000*/ EquipStruct equip_helmet; // Equipment: Helmet visual
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/*0000*/ EquipStruct equip_chest; // Equipment: Chest visual
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/*0000*/ EquipStruct equip_arms; // Equipment: Arms visual
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/*0000*/ EquipStruct equip_bracers; // Equipment: Wrist visual
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/*0000*/ EquipStruct equip_hands; // Equipment: Hands visual
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/*0000*/ EquipStruct equip_legs; // Equipment: Legs visual
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/*0000*/ EquipStruct equip_feet; // Equipment: Boots visual
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/*0000*/ EquipStruct equip_primary; // Equipment: Main visual
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/*0000*/ EquipStruct equip_secondary; // Equipment: Off visual
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} equip;
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/*0000*/ EquipStruct equipment[_MaterialCount];
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};
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/*0233*/ float runspeed; // Speed when running
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/*0036*/ uint8 afk; // 0=no, 1=afk
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/*0238*/ uint32 guildID; // Current guild
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