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Add TiltX and TiltY manipulation to objects (Perl)
Translate OP_GroundSpawn for Titanium #perl plugin http://wiki.eqemulator.org/i?Module=Pastebin&Paste=u9IbA6Ql
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+13
-11
@@ -2509,23 +2509,25 @@ struct BookRequest_Struct {
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*/
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struct Object_Struct {
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/*00*/ uint32 linked_list_addr[2];// They are, get this, prev and next, ala linked list
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/*08*/ uint16 size; //
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/*08*/ float size; //
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/*10*/ uint16 solidtype; //
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/*12*/ uint32 drop_id; // Unique object id for zone
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/*16*/ uint16 zone_id; // Redudant, but: Zone the object appears in
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/*18*/ uint16 zone_instance; //
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/*20*/ uint32 unknown020; //
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/*24*/ uint32 unknown024; //
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/*28*/ float heading; // heading
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/*32*/ float z; // z coord
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/*36*/ float x; // x coord
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/*40*/ float y; // y coord
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/*44*/ char object_name[32]; // Name of object, usually something like IT63_ACTORDEF
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/*76*/ uint32 unknown076; //
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/*80*/ uint32 object_type; // Type of object, not directly translated to OP_OpenObject
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/*84*/ uint32 unknown084; //set to 0xFF
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/*88*/ uint32 spawn_id; // Spawn Id of client interacting with object
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/*92*/
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/*28*/ float tilt_x;
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/*32*/ float tilt_y;
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/*36*/ float heading; // heading
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/*40*/ float z; // z coord
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/*44*/ float x; // x coord
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/*76*/ float y; // y coord
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/*80*/ char object_name[32]; // Name of object, usually something like IT63_ACTORDEF
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/*84*/ uint32 unknown076; //
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/*88*/ uint32 object_type; // Type of object, not directly translated to OP_OpenObject
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/*92*/ uint32 unknown084; //set to 0xFF
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uint32 spawn_id; // Spawn Id of client interacting with object
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};
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// 01 = generic drop, 02 = armor, 19 = weapon
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//[13:40] and 0xff seems to be indicative of the tradeskill/openable items that end up returning the old style item type in the OP_OpenObject
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