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https://github.com/EQEmu/Server.git
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Implemented EQEmu::TintProfile
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@@ -118,7 +118,7 @@ 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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@@ -126,11 +126,28 @@ 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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/*
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** Character Selection Struct
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** Length: 1704 Bytes
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@@ -139,7 +156,7 @@ struct Color_Struct
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struct CharacterSelect_Struct
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{
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/*0000*/ uint32 Race[10]; // Characters Race
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/*0040*/ Color_Struct CS_Colors[10][9]; // Characters Equipment Colors
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/*0040*/ TintProfile CS_Colors[10]; // Characters Equipment Colors - packet requires length for 10 characters..but, client is limited to 8
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/*0400*/ uint8 BeardColor[10]; // Characters beard Color
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/*0410*/ uint8 HairStyle[10]; // Characters hair style
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/*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)
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@@ -284,22 +301,7 @@ union
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};
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/*0340*/ uint32 spawnId; // Spawn Id
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/*0344*/ uint8 unknown0344[4];
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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[9]; // Array elements correspond to struct equipment_colors above
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};
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/*0348*/ TintProfile equipment_tint;
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/*0384*/ uint8 lfg; // 0=off, 1=lfg on
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/*0385*/
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@@ -812,7 +814,7 @@ struct PlayerProfile_Struct
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/*00178*/ uint8 unknown00178[10];
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/*00188*/ uint32 item_material[9]; // Item texture/material of worn items
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/*00224*/ uint8 unknown00224[44];
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/*00268*/ Color_Struct item_tint[9]; // RR GG BB 00
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/*00268*/ TintProfile item_tint; // RR GG BB 00
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/*00304*/ AA_Array aa_array[MAX_PP_AA_ARRAY]; // AAs
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/*02224*/ uint32 points; // Unspent Practice points
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/*02228*/ uint32 mana; // Current mana
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@@ -1035,7 +1037,7 @@ struct SpecialMesg_Struct
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struct WearChange_Struct{
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/*000*/ uint16 spawn_id;
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/*002*/ uint16 material;
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/*004*/ Color_Struct color;
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/*004*/ Tint_Struct color;
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/*009*/ uint8 wear_slot_id;
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};
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@@ -2591,27 +2593,6 @@ 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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