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Implemented EQEmu::TintProfile
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@@ -126,19 +126,6 @@ struct LDoNTrapTemplate
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// All clients translate the character select information to some degree
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struct Color_Struct
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{
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union {
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struct {
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uint8 Blue;
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uint8 Green;
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uint8 Red;
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uint8 UseTint; // if there's a tint this is FF
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} RGB;
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uint32 Color;
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};
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};
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struct EquipStruct
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{
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uint32 Material;
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@@ -155,7 +142,7 @@ struct CharSelectEquip
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uint32 EliteMaterial;
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uint32 HeroForgeModel;
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uint32 Material2;
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Color_Struct Color;
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EQEmu::Tint_Struct Color;
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};
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// RoF2-based hybrid struct
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@@ -326,22 +313,7 @@ union
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/*0340*/ uint32 spawnId; // Spawn Id
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/*0344*/ uint8 unknown0344[3];
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/*0347*/ uint8 IsMercenary;
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/*0348*/ union
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{
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struct
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{
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/*0348*/ Color_Struct color_helmet; // Color of helmet item
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/*0352*/ Color_Struct color_chest; // Color of chest item
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/*0356*/ Color_Struct color_arms; // Color of arms item
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/*0360*/ Color_Struct color_bracers; // Color of bracers item
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/*0364*/ Color_Struct color_hands; // Color of hands item
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/*0368*/ Color_Struct color_legs; // Color of legs item
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/*0372*/ Color_Struct color_feet; // Color of feet item
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/*0376*/ Color_Struct color_primary; // Color of primary item
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/*0380*/ Color_Struct color_secondary; // Color of secondary item
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} equipment_colors;
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/*0348*/ Color_Struct colors[EQEmu::textures::TextureCount]; // Array elements correspond to struct equipment_colors above
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};
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/*0348*/ EQEmu::TintProfile equipment_tint;
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/*0384*/ uint8 lfg; // 0=off, 1=lfg on
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/*0385*/
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@@ -992,7 +964,7 @@ struct PlayerProfile_Struct
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/*0306*/ uint8 unknown0306[6]; // @bp Spacer/Flag?
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/*0312*/ uint32 item_material[EQEmu::textures::TextureCount]; // Item texture/material of worn/held items
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/*0348*/ uint8 unknown0348[44];
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/*0392*/ Color_Struct item_tint[EQEmu::textures::TextureCount];
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/*0392*/ EQEmu::TintProfile item_tint;
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/*0428*/ AA_Array aa_array[MAX_PP_AA_ARRAY];
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/*2348*/ float unknown2384; //seen ~128, ~47
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/*2352*/ char servername[32]; // length probably not right
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@@ -1227,7 +1199,7 @@ struct WearChange_Struct{
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/*010*/ uint32 elite_material; // 1 for Drakkin Elite Material
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/*014*/ uint32 hero_forge_model; // New to VoA
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/*018*/ uint32 unknown18; // New to RoF
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/*022*/ Color_Struct color;
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/*022*/ EQEmu::Tint_Struct color;
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/*026*/ uint8 wear_slot_id;
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/*027*/
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};
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@@ -3416,27 +3388,6 @@ struct PetitionBug_Struct{
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char text[1028];
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};
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struct DyeStruct
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{
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union
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{
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struct
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{
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struct Color_Struct head;
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struct Color_Struct chest;
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struct Color_Struct arms;
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struct Color_Struct wrists;
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struct Color_Struct hands;
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struct Color_Struct legs;
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struct Color_Struct feet;
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struct Color_Struct primary; // you can't actually dye this
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struct Color_Struct secondary; // or this
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}
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dyes;
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struct Color_Struct dye[EQEmu::textures::TextureCount];
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};
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};
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struct ApproveZone_Struct {
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char name[64];
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uint32 zoneid;
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