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Fix for tints not showing up at character select (world server)
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7deb4d5e78
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@ -194,6 +194,18 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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}
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/* Bind End */
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/* Load Character Material Data for Char Select */
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cquery = StringFormat("SELECT slot, red, green, blue, use_tint, color FROM `character_material` WHERE `id` = %u", character_id);
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auto results_b = database.QueryDatabase(cquery); uint8 slot = 0;
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for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
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slot = atoi(row_b[0]);
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pp.item_tint[slot].RGB.Red = atoi(row_b[1]);
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pp.item_tint[slot].RGB.Green = atoi(row_b[2]);
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pp.item_tint[slot].RGB.Blue = atoi(row_b[3]);
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pp.item_tint[slot].RGB.UseTint = atoi(row_b[4]);
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}
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/* Character Material Data End */
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/* Load Inventory */
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// If we ensure that the material data is updated appropriately, we can do away with inventory loads
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if (GetInventory(accountID, cse->Name, &inv)) {
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@ -251,17 +263,6 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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}
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/* Load Inventory End */
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/* Load Character Material Data for Char Select */
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cquery = StringFormat("SELECT slot, red, green, blue, use_tint, color FROM `character_material` WHERE `id` = %u", character_id);
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auto results_b = database.QueryDatabase(cquery); uint8 slot = 0;
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for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
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slot = atoi(row_b[0]);
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pp.item_tint[slot].RGB.Red = atoi(row_b[1]);
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pp.item_tint[slot].RGB.Green = atoi(row_b[2]);
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pp.item_tint[slot].RGB.Blue = atoi(row_b[3]);
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pp.item_tint[slot].RGB.UseTint = atoi(row_b[4]);
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}
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buff_ptr += sizeof(CharacterSelectEntry_Struct);
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}
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}
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