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
@@ -118,7 +118,7 @@ struct AdventureInfo {
** Merth: Gave struct a name so gcc 2.96 would compile
**
*/
struct Color_Struct
struct Tint_Struct
{
union {
struct {
@@ -126,11 +126,28 @@ 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];
};
};
/*
** Character Selection Struct
** Length: 1704 Bytes
@@ -139,7 +156,7 @@ struct Color_Struct
struct CharacterSelect_Struct
{
/*0000*/ uint32 Race[10]; // Characters Race
/*0040*/ Color_Struct CS_Colors[10][9]; // Characters Equipment Colors
/*0040*/ TintProfile CS_Colors[10]; // Characters Equipment Colors - packet requires length for 10 characters..but, client is limited to 8
/*0400*/ uint8 BeardColor[10]; // Characters beard Color
/*0410*/ uint8 HairStyle[10]; // Characters hair style
/*0420*/ uint32 Equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
@@ -284,22 +301,7 @@ union
};
/*0340*/ uint32 spawnId; // Spawn Id
/*0344*/ uint8 unknown0344[4];
/*0348*/ union
{
struct
{
/*0348*/ Color_Struct color_helmet; // Color of helmet item
/*0352*/ Color_Struct color_chest; // Color of chest item
/*0356*/ Color_Struct color_arms; // Color of arms item
/*0360*/ Color_Struct color_bracers; // Color of bracers item
/*0364*/ Color_Struct color_hands; // Color of hands item
/*0368*/ Color_Struct color_legs; // Color of legs item
/*0372*/ Color_Struct color_feet; // Color of feet item
/*0376*/ Color_Struct color_primary; // Color of primary item
/*0380*/ Color_Struct color_secondary; // Color of secondary item
} equipment_colors;
/*0348*/ Color_Struct colors[9]; // Array elements correspond to struct equipment_colors above
};
/*0348*/ TintProfile equipment_tint;
/*0384*/ uint8 lfg; // 0=off, 1=lfg on
/*0385*/
@@ -812,7 +814,7 @@ struct PlayerProfile_Struct
/*00178*/ uint8 unknown00178[10];
/*00188*/ uint32 item_material[9]; // Item texture/material of worn items
/*00224*/ uint8 unknown00224[44];
/*00268*/ Color_Struct item_tint[9]; // RR GG BB 00
/*00268*/ TintProfile item_tint; // RR GG BB 00
/*00304*/ AA_Array aa_array[MAX_PP_AA_ARRAY]; // AAs
/*02224*/ uint32 points; // Unspent Practice points
/*02228*/ uint32 mana; // Current mana
@@ -1035,7 +1037,7 @@ struct SpecialMesg_Struct
struct WearChange_Struct{
/*000*/ uint16 spawn_id;
/*002*/ uint16 material;
/*004*/ Color_Struct color;
/*004*/ Tint_Struct color;
/*009*/ uint8 wear_slot_id;
};
@@ -2591,27 +2593,6 @@ 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;