Implemented EQEmu::TintProfile

This commit is contained in:
Uleat
2016-06-01 04:58:52 -04:00
parent 767dfaef70
commit ae3c98c692
28 changed files with 296 additions and 423 deletions
+23 -42
View File
@@ -122,7 +122,7 @@ struct AdventureInfo {
** Merth: Gave struct a name so gcc 2.96 would compile
**
*/
struct Color_Struct
struct Tint_Struct
{
union {
struct {
@@ -130,17 +130,34 @@ struct Color_Struct
uint8 Green;
uint8 Red;
uint8 UseTint; // if there's a tint this is FF
} RGB;
};
uint32 Color;
};
};
struct TintProfile {
union {
struct {
Tint_Struct Head;
Tint_Struct Chest;
Tint_Struct Arms;
Tint_Struct Wrist;
Tint_Struct Hands;
Tint_Struct Legs;
Tint_Struct Feet;
Tint_Struct Primary;
Tint_Struct Secondary;
};
Tint_Struct Slot[EQEmu::textures::TextureCount];
};
};
struct CharSelectEquip
{
uint32 Material;
uint32 Unknown1;
uint32 EliteMaterial;
Color_Struct Color;
Tint_Struct Color;
};
struct CharacterSelectEntry_Struct
@@ -314,22 +331,7 @@ struct Spawn_Struct
/*0000*/ uint32 unknown18;
/*0000*/ uint32 unknown19;
Spawn_Struct_Position Position;
/*0000*/ union
{
struct
{
/*0000*/ Color_Struct color_helmet; // Color of helmet item
/*0000*/ Color_Struct color_chest; // Color of chest item
/*0000*/ Color_Struct color_arms; // Color of arms item
/*0000*/ Color_Struct color_bracers; // Color of bracers item
/*0000*/ Color_Struct color_hands; // Color of hands item
/*0000*/ Color_Struct color_legs; // Color of legs item
/*0000*/ Color_Struct color_feet; // Color of feet item
/*0000*/ Color_Struct color_primary; // Color of primary item
/*0000*/ Color_Struct color_secondary; // Color of secondary item
} equipment_colors;
/*0000*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above
};
/*0000*/ TintProfile equipment_tint;
// skip these bytes if not a valid player race
/*0000*/ union
@@ -920,7 +922,7 @@ struct PlayerProfile_Struct
/*00228*/ EquipStruct equipment[9]; //Live Shows [108] for this part
};
/*00340*/ uint8 unknown00224[156]; // Live Shows [160]
/*00496*/ Color_Struct item_tint[9]; // RR GG BB 00
/*00496*/ TintProfile item_tint; // RR GG BB 00
/*00532*/ AA_Array aa_array[MAX_PP_AA_ARRAY]; // [3600] AAs 12 bytes each
/*04132*/ uint32 points; // Unspent Practice points - RELOCATED???
/*04136*/ uint32 mana; // Current mana
@@ -1177,7 +1179,7 @@ struct WearChange_Struct{
/*002*/ uint32 material;
/*006*/ uint32 unknown06;
/*010*/ uint32 elite_material; // 1 for Drakkin Elite Material
/*014*/ Color_Struct color;
/*014*/ Tint_Struct color;
/*018*/ uint8 wear_slot_id;
/*019*/
};
@@ -3091,27 +3093,6 @@ struct PetitionBug_Struct{
char text[1028];
};
struct DyeStruct
{
union
{
struct
{
struct Color_Struct head;
struct Color_Struct chest;
struct Color_Struct arms;
struct Color_Struct wrists;
struct Color_Struct hands;
struct Color_Struct legs;
struct Color_Struct feet;
struct Color_Struct primary; // you can't actually dye this
struct Color_Struct secondary; // or this
}
dyes;
struct Color_Struct dye[9];
};
};
struct ApproveZone_Struct {
char name[64];
uint32 zoneid;