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https://github.com/EQEmu/Server.git
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Implemented EQEmu::TintProfile
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@@ -163,7 +163,7 @@ struct AdventureInfo {
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** Merth: Gave struct a name so gcc 2.96 would compile
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**
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*/
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struct Color_Struct
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struct Tint_Struct
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{
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union {
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struct {
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@@ -171,11 +171,28 @@ struct Color_Struct
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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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};
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uint32 Color;
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};
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};
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struct TintProfile {
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union {
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struct {
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Tint_Struct Head;
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Tint_Struct Chest;
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Tint_Struct Arms;
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Tint_Struct Wrist;
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Tint_Struct Hands;
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Tint_Struct Legs;
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Tint_Struct Feet;
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Tint_Struct Primary;
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Tint_Struct Secondary;
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};
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Tint_Struct Slot[EQEmu::textures::TextureCount];
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};
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};
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struct CharSelectEquip
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{
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uint32 Material;
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@@ -183,7 +200,7 @@ 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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Tint_Struct Color;
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};
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struct CharacterSelectEntry_Struct
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@@ -447,22 +464,7 @@ struct Spawn_Struct
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/*0000*/ uint32 unknown18;
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/*0000*/ uint32 unknown19;
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Spawn_Struct_Position Position;
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/*0000*/ union
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{
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struct
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{
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/*0000*/ Color_Struct color_helmet; // Color of helmet item
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/*0000*/ Color_Struct color_chest; // Color of chest item
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/*0000*/ Color_Struct color_arms; // Color of arms item
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/*0000*/ Color_Struct color_bracers; // Color of bracers item
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/*0000*/ Color_Struct color_hands; // Color of hands item
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/*0000*/ Color_Struct color_legs; // Color of legs item
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/*0000*/ Color_Struct color_feet; // Color of feet item
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/*0000*/ Color_Struct color_primary; // Color of primary item
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/*0000*/ Color_Struct color_secondary; // Color of secondary item
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} equipment_colors;
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/*0000*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above
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};
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/*0000*/ TintProfile equipment_tint;
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// skip these bytes if not a valid player race
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/*0000*/ union
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@@ -1107,9 +1109,9 @@ union
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/*00624*/ uint32 equip2_count; // Seen 9
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/*00628*/ EquipStruct equipment2[EQEmu::textures::TextureCount]; // Appears to be Visible slots, but all 0s
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/*00808*/ uint32 tint_count; // Seen 9
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/*00812*/ Color_Struct item_tint[EQEmu::textures::TextureCount]; // RR GG BB 00
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/*00812*/ TintProfile item_tint; // RR GG BB 00
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/*00848*/ uint32 tint_count2; // Seen 9
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/*00852*/ Color_Struct item_tint2[EQEmu::textures::TextureCount]; // RR GG BB 00
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/*00852*/ TintProfile item_tint2; // RR GG BB 00
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/*00888*/ uint8 haircolor; // Player hair color
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/*00889*/ uint8 beardcolor; // Player beard color
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/*00890*/ uint32 unknown_rof5; //
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@@ -1385,7 +1387,7 @@ 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 RoF2
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/*022*/ Color_Struct color;
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/*022*/ 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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@@ -3634,27 +3636,6 @@ 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[9];
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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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