Add some appearance Changing functions

These directly modify the values so we can script appearance on
pets/swarm pets. (Ex. Host of the Elements, some Vet AAs)

These functions are only really useful in EVENT_SPAWN since that's
before the appearance data is sent to the client and this will avoid
having to send a bunch of illusion packets.
This commit is contained in:
Michael Cook (mackal)
2018-01-24 15:26:53 -05:00
parent 6042410b4b
commit 6ed3301110
3 changed files with 112 additions and 0 deletions
+14
View File
@@ -439,6 +439,20 @@ public:
inline uint8 GetDrakkinHeritage() const { return drakkin_heritage; }
inline uint8 GetDrakkinTattoo() const { return drakkin_tattoo; }
inline uint8 GetDrakkinDetails() const { return drakkin_details; }
inline void ChangeRace(uint16 in) { race = in; }
inline void ChangeGender(uint8 in) { gender = in;}
inline void ChangeTexture(uint8 in) { texture = in; }
inline void ChangeHelmTexture(uint8 in) { helmtexture = in; }
inline void ChangeHairColor(uint8 in) { haircolor = in; }
inline void ChangeBeardColor(uint8 in) { beardcolor = in; }
inline void ChangeEyeColor1(uint8 in) { eyecolor1 = in; }
inline void ChangeEyeColor2(uint8 in) { eyecolor2 = in; }
inline void ChangeHairStyle(uint8 in) { hairstyle = in; }
inline void ChangeLuclinFace(uint8 in) { luclinface = in; }
inline void ChangeBeard(uint8 in) { beard = in; }
inline void ChangeDrakkinHeritage(uint8 in) { drakkin_heritage = in; }
inline void ChangeDrakkinTattoo(uint8 in) { drakkin_tattoo = in; }
inline void ChangeDrakkinDetails(uint8 in) { drakkin_details = in; }
inline uint32 GetArmorTint(uint8 i) const { return armor_tint.Slot[(i < EQEmu::textures::materialCount) ? i : 0].Color; }
inline uint8 GetClass() const { return class_; }
inline uint8 GetLevel() const { return level; }