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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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-1
@@ -171,7 +171,7 @@ public:
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virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
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uint32 unknown06 = 0, uint32 unknown18 = 0);
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virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
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virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color);
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virtual void WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model = 0);
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void DoAnim(const int animnum, int type=0, bool ackreq = true, eqFilterType filter = FilterNone);
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void ProjectileAnimation(Mob* to, int item_id, bool IsArrow = false, float speed = 0,
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float angle = 0, float tilt = 0, float arc = 0, const char *IDFile = nullptr, SkillUseTypes skillInUse = SkillArchery);
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@@ -314,6 +314,7 @@ public:
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virtual int32 GetEquipmentMaterial(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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virtual uint32 GetHeroForgeModel(uint8 material_slot) const;
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bool AffectedBySpellExcludingSlot(int slot, int effect);
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) = 0;
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill,
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