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Implemented EQEmu::TintProfile
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@@ -905,7 +905,7 @@ namespace Titanium
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// OUT(unknown00178[10]);
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for (r = 0; r < 9; r++) {
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OUT(item_material[r]);
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OUT(item_tint[r].Color);
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OUT(item_tint.Slot[r].Color);
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}
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// OUT(unknown00224[48]);
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for (r = 0; r < structs::MAX_PP_AA_ARRAY; r++) {
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@@ -1224,7 +1224,7 @@ namespace Titanium
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eq->Race[char_index] = 1;
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for (int index = 0; index < EQEmu::textures::TextureCount; ++index) {
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eq->CS_Colors[char_index][index].Color = emu_cse->Equip[index].Color.Color;
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eq->CS_Colors[char_index].Slot[index].Color = emu_cse->Equip[index].Color.Color;
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}
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eq->BeardColor[char_index] = emu_cse->BeardColor;
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@@ -1261,7 +1261,7 @@ namespace Titanium
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eq->Race[char_index] = 0;
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for (int index = 0; index < EQEmu::textures::TextureCount; ++index) {
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eq->CS_Colors[char_index][index].Color = 0;
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eq->CS_Colors[char_index].Slot[index].Color = 0;
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}
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eq->BeardColor[char_index] = 0;
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@@ -1601,7 +1601,7 @@ namespace Titanium
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// eq->unknown0194[3] = emu->unknown0194[3];
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for (k = 0; k < 9; k++) {
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eq->equipment[k] = emu->equipment[k].Material;
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eq->colors[k].Color = emu->colors[k].Color;
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eq->equipment_tint.Slot[k].Color = emu->equipment_tint.Slot[k].Color;
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}
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for (k = 0; k < 8; k++) {
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eq->set_to_0xFF[k] = 0xFF;
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