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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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@@ -160,13 +160,25 @@ 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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//totally guessed;
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uint32 equip0;
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uint32 equip1;
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uint32 equip2;
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uint32 itemid;
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uint32 equip3;
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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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@@ -252,21 +264,6 @@ struct Membership_Struct
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/*104*/
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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 equip0;
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/*04*/ uint32 equip1;
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/*08*/ uint32 equip2;
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/*12*/ uint32 itemId;
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/*16*/ uint32 equip3; // Same as equip0?
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/*20*/
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};
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/*
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** Generic Spawn Struct
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** Length: 897 Octets
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@@ -1018,38 +1015,38 @@ union
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{
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struct
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{
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/*00184*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
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/*00204*/ EquipStruct equip_chest; // Equiptment: Chest visual
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/*00224*/ EquipStruct equip_arms; // Equiptment: Arms visual
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/*00244*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
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/*00264*/ EquipStruct equip_hands; // Equiptment: Hands visual
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/*00284*/ EquipStruct equip_legs; // Equiptment: Legs visual
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/*00304*/ EquipStruct equip_feet; // Equiptment: Boots visual
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/*00324*/ EquipStruct equip_primary; // Equiptment: Main visual
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/*00344*/ EquipStruct equip_secondary; // Equiptment: Off visual
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/*00184*/ EquipStruct equip_helmet; // Equipment: Helmet visual
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/*00204*/ EquipStruct equip_chest; // Equipment: Chest visual
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/*00224*/ EquipStruct equip_arms; // Equipment: Arms visual
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/*00244*/ EquipStruct equip_bracers; // Equipment: Wrist visual
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/*00264*/ EquipStruct equip_hands; // Equipment: Hands visual
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/*00284*/ EquipStruct equip_legs; // Equipment: Legs visual
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/*00304*/ EquipStruct equip_feet; // Equipment: Boots visual
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/*00324*/ EquipStruct equip_primary; // Equipment: Main visual
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/*00344*/ EquipStruct equip_secondary; // Equipment: Off visual
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// Below slots are just guesses, but all 0s anyway...
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/*00364*/ EquipStruct equip_charm; // Equiptment: Non-visual
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/*00384*/ EquipStruct equip_ear1; // Equiptment: Non-visual
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/*00404*/ EquipStruct equip_ear2; // Equiptment: Non-visual
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/*00424*/ EquipStruct equip_face; // Equiptment: Non-visual
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/*00444*/ EquipStruct equip_neck; // Equiptment: Non-visual
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/*00464*/ EquipStruct equip_shoulder; // Equiptment: Non-visual
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/*00484*/ EquipStruct equip_bracer2; // Equiptment: Non-visual
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/*00504*/ EquipStruct equip_range; // Equiptment: Non-visual
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/*00524*/ EquipStruct equip_ring1; // Equiptment: Non-visual
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/*00544*/ EquipStruct equip_ring2; // Equiptment: Non-visual
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/*00564*/ EquipStruct equip_waist; // Equiptment: Non-visual
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/*00584*/ EquipStruct equip_powersource; // Equiptment: Non-visual
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/*00604*/ EquipStruct equip_ammo; // Equiptment: Non-visual
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/*00364*/ EquipStruct equip_charm; // Equipment: Non-visual
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/*00384*/ EquipStruct equip_ear1; // Equipment: Non-visual
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/*00404*/ EquipStruct equip_ear2; // Equipment: Non-visual
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/*00424*/ EquipStruct equip_face; // Equipment: Non-visual
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/*00444*/ EquipStruct equip_neck; // Equipment: Non-visual
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/*00464*/ EquipStruct equip_shoulder; // Equipment: Non-visual
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/*00484*/ EquipStruct equip_bracer2; // Equipment: Non-visual
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/*00504*/ EquipStruct equip_range; // Equipment: Non-visual
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/*00524*/ EquipStruct equip_ring1; // Equipment: Non-visual
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/*00544*/ EquipStruct equip_ring2; // Equipment: Non-visual
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/*00564*/ EquipStruct equip_waist; // Equipment: Non-visual
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/*00584*/ EquipStruct equip_powersource;// Equipment: Non-visual
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/*00604*/ EquipStruct equip_ammo; // Equipment: Non-visual
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} equip;
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/*00184*/ EquipStruct equipment[22];
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/*00184*/ EquipStruct equipment[22]; // Total Slots
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};
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/*00624*/ uint32 equip2_count; // Seen 9
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/*00628*/ EquipStruct equipment2[9]; // Appears to be Visible slots, but all 0s
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/*00628*/ EquipStruct equipment2[_MaterialCount]; // Appears to be Visible slots, but all 0s
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/*00808*/ uint32 tint_count; // Seen 9
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/*00812*/ Color_Struct item_tint[9]; // RR GG BB 00
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/*00812*/ Color_Struct item_tint[_MaterialCount]; // RR GG BB 00
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/*00848*/ uint32 tint_count2; // Seen 9
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/*00852*/ Color_Struct item_tint2[9]; // RR GG BB 00
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/*00852*/ Color_Struct item_tint2[_MaterialCount]; // RR GG BB 00
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/*00888*/ uint8 haircolor; // Player hair color
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/*00889*/ uint8 beardcolor; // Player beard color
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/*00890*/ uint32 unknown_rof5; //
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@@ -4504,10 +4501,10 @@ struct ItemBodyStruct
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uint32 Prestige; // New to March 21 2012 client
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uint8 ItemType;
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uint32 Material;
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uint32 unknown7;
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uint32 MaterialUnknown1;
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uint32 EliteMaterial;
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uint32 unknown_RoF23; // New to March 21 2012 client
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uint32 unknown_RoF24; // New to December 10th 2012 client - NEW
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uint32 HerosForgeModel; // New to March 21 2012 client
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uint32 MaterialUnknown2; // New to December 10th 2012 client - NEW
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float SellRate;
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int32 CombatEffects;
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int32 Shielding;
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