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Implemented EQEmu::TintProfile
This commit is contained in:
+24
-43
@@ -122,25 +122,42 @@ 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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uint8 blue;
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uint8 Blue;
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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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uint32 Unknown1;
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uint32 EliteMaterial;
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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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@@ -314,22 +331,7 @@ 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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@@ -969,7 +971,7 @@ struct PlayerProfile_Struct
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/*00236*/ EquipStruct equipment[9]; //Underfoot Shows [108] for this part
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};
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/*00344*/ uint8 unknown00344[168]; // Underfoot Shows [160]
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/*00512*/ Color_Struct item_tint[9]; // RR GG BB 00
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/*00512*/ TintProfile item_tint; // RR GG BB 00
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/*00548*/ AA_Array aa_array[MAX_PP_AA_ARRAY]; // [3600] AAs 12 bytes each
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/*04148*/ uint32 points; // Unspent Practice points - RELOCATED???
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/*04152*/ uint32 mana; // Current mana
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@@ -1232,7 +1234,7 @@ struct WearChange_Struct{
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/*002*/ uint32 material;
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/*006*/ uint32 unknown06;
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/*010*/ uint32 elite_material; // 1 for Drakkin Elite Material
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/*014*/ Color_Struct color;
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/*014*/ Tint_Struct color;
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/*018*/ uint8 wear_slot_id;
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/*019*/
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};
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@@ -3162,27 +3164,6 @@ 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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