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synced 2026-02-18 19:02:29 +00:00
SendIllusion Update Internal Values (#1130)
* Fix scenarios where quest calls to SendIllusion also update internal values so that new clients that zone in see the correct appearance * Typo [skip ci]
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e9d312fa86
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62efae2e00
@ -1322,8 +1322,8 @@ void EntityList::SendZoneSpawnsBulk(Client *client)
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const glm::vec4 &client_position = client->GetPosition();
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const float distance_max = (600.0 * 600.0);
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for (auto it = mob_list.begin(); it != mob_list.end(); ++it) {
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spawn = it->second;
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for (auto & it : mob_list) {
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spawn = it.second;
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if (spawn && spawn->GetID() > 0 && spawn->Spawned()) {
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if (!spawn->ShouldISpawnFor(client)) {
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continue;
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147
zone/mob.cpp
147
zone/mob.cpp
@ -1206,15 +1206,22 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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strn0cpy(ns->spawn.lastName, lastname, sizeof(ns->spawn.lastName));
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//for (i = 0; i < _MaterialCount; i++)
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for (i = 0; i < 9; i++)
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{
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for (i = 0; i < 9; i++) {
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// Only Player Races Wear Armor
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if (Mob::IsPlayerRace(race) || i > 6)
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{
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ns->spawn.equipment.Slot[i].Material = GetEquipmentMaterial(i);
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ns->spawn.equipment.Slot[i].EliteModel = IsEliteMaterialItem(i);
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if (Mob::IsPlayerRace(race) || i > 6) {
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ns->spawn.equipment.Slot[i].Material = GetEquipmentMaterial(i);
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ns->spawn.equipment.Slot[i].EliteModel = IsEliteMaterialItem(i);
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ns->spawn.equipment.Slot[i].HerosForgeModel = GetHerosForgeModel(i);
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ns->spawn.equipment_tint.Slot[i].Color = GetEquipmentColor(i);
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ns->spawn.equipment_tint.Slot[i].Color = GetEquipmentColor(i);
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}
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}
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if (texture > 0) {
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for (i = 0; i < 9; i++) {
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if (i == EQ::textures::weaponPrimary || i == EQ::textures::weaponSecondary || texture == 255) {
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continue;
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}
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ns->spawn.equipment.Slot[i].Material = texture;
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}
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}
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@ -1757,78 +1764,69 @@ void Mob::SendIllusionPacket(
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float in_size
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)
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{
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uint8 new_texture = in_texture;
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uint8 new_helmtexture = in_helmtexture;
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uint8 new_haircolor;
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uint8 new_beardcolor;
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uint8 new_eyecolor1;
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uint8 new_eyecolor2;
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uint8 new_hairstyle;
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uint8 new_luclinface;
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uint8 new_beard;
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uint8 new_aa_title;
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uint8 new_texture = in_texture;
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uint8 new_helmtexture = in_helmtexture;
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uint8 new_haircolor;
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uint8 new_beardcolor;
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uint8 new_eyecolor1;
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uint8 new_eyecolor2;
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uint8 new_hairstyle;
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uint8 new_luclinface;
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uint8 new_beard;
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uint8 new_aa_title;
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uint32 new_drakkin_heritage;
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uint32 new_drakkin_tattoo;
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uint32 new_drakkin_details;
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race = in_race;
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if (race == 0)
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{
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if (race == 0) {
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race = (use_model) ? use_model : GetBaseRace();
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}
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}
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if (in_gender != 0xFF)
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{
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if (in_gender != 0xFF) {
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gender = in_gender;
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}
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else
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{
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}
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else {
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gender = (in_race) ? GetDefaultGender(race, gender) : GetBaseGender();
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}
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}
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if (in_texture == 0xFF && !IsPlayerRace(in_race))
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{
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if (in_texture == 0xFF && !IsPlayerRace(in_race)) {
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new_texture = GetTexture();
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}
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}
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if (in_helmtexture == 0xFF && !IsPlayerRace(in_race))
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{
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if (in_helmtexture == 0xFF && !IsPlayerRace(in_race)) {
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new_helmtexture = GetHelmTexture();
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}
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}
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new_haircolor = (in_haircolor == 0xFF) ? GetHairColor() : in_haircolor;
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new_beardcolor = (in_beardcolor == 0xFF) ? GetBeardColor() : in_beardcolor;
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new_eyecolor1 = (in_eyecolor1 == 0xFF) ? GetEyeColor1() : in_eyecolor1;
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new_eyecolor2 = (in_eyecolor2 == 0xFF) ? GetEyeColor2() : in_eyecolor2;
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new_hairstyle = (in_hairstyle == 0xFF) ? GetHairStyle() : in_hairstyle;
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new_luclinface = (in_luclinface == 0xFF) ? GetLuclinFace() : in_luclinface;
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new_beard = (in_beard == 0xFF) ? GetBeard() : in_beard;
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new_drakkin_heritage =
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(in_drakkin_heritage == 0xFFFFFFFF) ? GetDrakkinHeritage() : in_drakkin_heritage;
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new_drakkin_tattoo =
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(in_drakkin_tattoo == 0xFFFFFFFF) ? GetDrakkinTattoo() : in_drakkin_tattoo;
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new_drakkin_details =
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(in_drakkin_details == 0xFFFFFFFF) ? GetDrakkinDetails() : in_drakkin_details;
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new_aa_title = in_aa_title;
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size = (in_size <= 0.0f) ? GetSize() : in_size;
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new_haircolor = (in_haircolor == 0xFF) ? GetHairColor() : in_haircolor;
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new_beardcolor = (in_beardcolor == 0xFF) ? GetBeardColor() : in_beardcolor;
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new_eyecolor1 = (in_eyecolor1 == 0xFF) ? GetEyeColor1() : in_eyecolor1;
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new_eyecolor2 = (in_eyecolor2 == 0xFF) ? GetEyeColor2() : in_eyecolor2;
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new_hairstyle = (in_hairstyle == 0xFF) ? GetHairStyle() : in_hairstyle;
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new_luclinface = (in_luclinface == 0xFF) ? GetLuclinFace() : in_luclinface;
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new_beard = (in_beard == 0xFF) ? GetBeard() : in_beard;
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new_drakkin_heritage = (in_drakkin_heritage == 0xFFFFFFFF) ? GetDrakkinHeritage() : in_drakkin_heritage;
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new_drakkin_tattoo = (in_drakkin_tattoo == 0xFFFFFFFF) ? GetDrakkinTattoo() : in_drakkin_tattoo;
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new_drakkin_details = (in_drakkin_details == 0xFFFFFFFF) ? GetDrakkinDetails() : in_drakkin_details;
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new_aa_title = in_aa_title;
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// Reset features to Base from the Player Profile
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if (IsClient() && in_race == 0) {
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race = CastToClient()->GetBaseRace();
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gender = CastToClient()->GetBaseGender();
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new_texture = texture = 0xFF;
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new_helmtexture = helmtexture = 0xFF;
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new_haircolor = haircolor = CastToClient()->GetBaseHairColor();
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new_beardcolor = beardcolor = CastToClient()->GetBaseBeardColor();
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new_eyecolor1 = eyecolor1 = CastToClient()->GetBaseEyeColor();
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new_eyecolor2 = eyecolor2 = CastToClient()->GetBaseEyeColor();
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new_hairstyle = hairstyle = CastToClient()->GetBaseHairStyle();
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new_luclinface = luclinface = CastToClient()->GetBaseFace();
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new_beard = beard = CastToClient()->GetBaseBeard();
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new_aa_title = aa_title = 0xFF;
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new_drakkin_heritage = drakkin_heritage = CastToClient()->GetBaseHeritage();
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new_drakkin_tattoo = drakkin_tattoo = CastToClient()->GetBaseTattoo();
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new_drakkin_details = drakkin_details = CastToClient()->GetBaseDetails();
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race = CastToClient()->GetBaseRace();
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gender = CastToClient()->GetBaseGender();
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new_texture = texture = 0xFF;
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new_helmtexture = helmtexture = 0xFF;
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new_haircolor = haircolor = CastToClient()->GetBaseHairColor();
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new_beardcolor = beardcolor = CastToClient()->GetBaseBeardColor();
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new_eyecolor1 = eyecolor1 = CastToClient()->GetBaseEyeColor();
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new_eyecolor2 = eyecolor2 = CastToClient()->GetBaseEyeColor();
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new_hairstyle = hairstyle = CastToClient()->GetBaseHairStyle();
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new_luclinface = luclinface = CastToClient()->GetBaseFace();
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new_beard = beard = CastToClient()->GetBaseBeard();
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new_aa_title = aa_title = 0xFF;
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new_drakkin_heritage = drakkin_heritage = CastToClient()->GetBaseHeritage();
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new_drakkin_tattoo = drakkin_tattoo = CastToClient()->GetBaseTattoo();
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new_drakkin_details = drakkin_details = CastToClient()->GetBaseDetails();
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switch (race) {
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case OGRE:
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size = 9;
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@ -1859,6 +1857,21 @@ void Mob::SendIllusionPacket(
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}
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}
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// update internal values for mob
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size = (in_size <= 0.0f) ? GetSize() : in_size;
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texture = new_texture;
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helmtexture = new_helmtexture;
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haircolor = new_haircolor;
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beardcolor = new_beardcolor;
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eyecolor1 = new_eyecolor1;
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eyecolor2 = new_eyecolor2;
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hairstyle = new_hairstyle;
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luclinface = new_luclinface;
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beard = new_beard;
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drakkin_heritage = new_drakkin_heritage;
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drakkin_tattoo = new_drakkin_tattoo;
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drakkin_details = new_drakkin_details;
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auto outapp = new EQApplicationPacket(OP_Illusion, sizeof(Illusion_Struct));
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Illusion_Struct *is = (Illusion_Struct *) outapp->pBuffer;
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is->spawnid = GetID();
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@ -1883,9 +1896,10 @@ void Mob::SendIllusionPacket(
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safe_delete(outapp);
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/* Refresh armor and tints after send illusion packet */
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this->SendArmorAppearance();
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SendArmorAppearance();
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LogSpells("Illusion: Race = [{}], Gender = [{}], Texture = [{}], HelmTexture = [{}], HairColor = [{}], BeardColor = [{}], EyeColor1 = [{}], EyeColor2 = [{}], HairStyle = [{}], Face = [{}], DrakkinHeritage = [{}], DrakkinTattoo = [{}], DrakkinDetails = [{}], Size = [{}]",
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LogSpells(
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"Illusion: Race [{}] Gender [{}] Texture [{}] HelmTexture [{}] HairColor [{}] BeardColor [{}] EyeColor1 [{}] EyeColor2 [{}] HairStyle [{}] Face [{}] DrakkinHeritage [{}] DrakkinTattoo [{}] DrakkinDetails [{}] Size [{}]",
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race,
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gender,
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new_texture,
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@ -1899,7 +1913,8 @@ void Mob::SendIllusionPacket(
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new_drakkin_heritage,
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new_drakkin_tattoo,
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new_drakkin_details,
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size);
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size
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);
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}
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bool Mob::RandomizeFeatures(bool send_illusion, bool set_variables)
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@ -2405,7 +2420,7 @@ void Mob::ChangeSize(float in_size = 0, bool bNoRestriction) {
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if (in_size > 255.0)
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in_size = 255.0;
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//End of Size Code
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this->size = in_size;
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size = in_size;
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SendAppearancePacket(AT_Size, (uint32) in_size);
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}
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