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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.
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+14
@@ -439,6 +439,20 @@ public:
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inline uint8 GetDrakkinHeritage() const { return drakkin_heritage; }
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inline uint8 GetDrakkinTattoo() const { return drakkin_tattoo; }
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inline uint8 GetDrakkinDetails() const { return drakkin_details; }
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inline void ChangeRace(uint16 in) { race = in; }
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inline void ChangeGender(uint8 in) { gender = in;}
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inline void ChangeTexture(uint8 in) { texture = in; }
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inline void ChangeHelmTexture(uint8 in) { helmtexture = in; }
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inline void ChangeHairColor(uint8 in) { haircolor = in; }
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inline void ChangeBeardColor(uint8 in) { beardcolor = in; }
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inline void ChangeEyeColor1(uint8 in) { eyecolor1 = in; }
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inline void ChangeEyeColor2(uint8 in) { eyecolor2 = in; }
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inline void ChangeHairStyle(uint8 in) { hairstyle = in; }
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inline void ChangeLuclinFace(uint8 in) { luclinface = in; }
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inline void ChangeBeard(uint8 in) { beard = in; }
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inline void ChangeDrakkinHeritage(uint8 in) { drakkin_heritage = in; }
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inline void ChangeDrakkinTattoo(uint8 in) { drakkin_tattoo = in; }
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inline void ChangeDrakkinDetails(uint8 in) { drakkin_details = in; }
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inline uint32 GetArmorTint(uint8 i) const { return armor_tint.Slot[(i < EQEmu::textures::materialCount) ? i : 0].Color; }
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inline uint8 GetClass() const { return class_; }
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inline uint8 GetLevel() const { return level; }
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