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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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+19
-2
@@ -852,9 +852,26 @@ void SharedDatabase::LoadItems(void *data, uint32 size, int32 items, uint32 max_
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item.MaxCharges = (int16)atoi(row[ItemField::maxcharges]);
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item.ItemType = (uint8)atoi(row[ItemField::itemtype]);
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item.Material = (uint8)atoi(row[ItemField::material]);
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item.Material = (uint8)atoi(row[ItemField::material]);
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item.HerosForgeModel = (uint32)atoi(row[ItemField::herosforgemodel]);
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if (item.HerosForgeModel > 0)
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{
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item.HerosForgeModel *= 100;
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uint32 HeroSlot = 0;
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switch (item.Slots)
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{
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case 4: { HeroSlot = 0; break; } // Head
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case 131072: { HeroSlot = 1; break; } // Chest
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case 128: { HeroSlot = 2; break; } // Arms
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case 1536: { HeroSlot = 3; break; } // Bracers
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case 4096: { HeroSlot = 4; break; } // Hands
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case 262144: { HeroSlot = 5; break; } // Legs
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case 524288: { HeroSlot = 6; break; } // Feet
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default: { HeroSlot = 1; break; } // Chest
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}
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item.HerosForgeModel += HeroSlot;
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}
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item.SellRate = (float)atof(row[ItemField::sellrate]);
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item.CastTime = (uint32)atoul(row[ItemField::casttime]);
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item.EliteMaterial = (uint32)atoul(row[ItemField::elitematerial]);
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item.ProcRate = (int32)atoi(row[ItemField::procrate]);
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