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https://github.com/EQEmu/Server.git
synced 2026-06-11 07:38:36 +00:00
Implemented EQEmu::TintProfile
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+15
-17
@@ -116,15 +116,15 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
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pc->Lock();
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/* Load Item Tints */
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pc->item_tint[0].Color = pcs->item_tint[0].Color;
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pc->item_tint[1].Color = pcs->item_tint[1].Color;
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pc->item_tint[2].Color = pcs->item_tint[2].Color;
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pc->item_tint[3].Color = pcs->item_tint[3].Color;
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pc->item_tint[4].Color = pcs->item_tint[4].Color;
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pc->item_tint[5].Color = pcs->item_tint[5].Color;
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pc->item_tint[6].Color = pcs->item_tint[6].Color;
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pc->item_tint[7].Color = pcs->item_tint[7].Color;
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pc->item_tint[8].Color = pcs->item_tint[8].Color;
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pc->item_tint.Head.Color = pcs->item_tint.Head.Color;
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pc->item_tint.Chest.Color = pcs->item_tint.Chest.Color;
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pc->item_tint.Arms.Color = pcs->item_tint.Arms.Color;
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pc->item_tint.Wrist.Color = pcs->item_tint.Wrist.Color;
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pc->item_tint.Hands.Color = pcs->item_tint.Hands.Color;
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pc->item_tint.Legs.Color = pcs->item_tint.Legs.Color;
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pc->item_tint.Feet.Color = pcs->item_tint.Feet.Color;
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pc->item_tint.Primary.Color = pcs->item_tint.Primary.Color;
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pc->item_tint.Secondary.Color = pcs->item_tint.Secondary.Color;
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/* Load Physical Appearance */
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pc->haircolor = pcs->haircolor;
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@@ -162,7 +162,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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{
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corpse_graveyard_timer.Disable();
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memset(item_tint, 0, sizeof(item_tint));
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//memset(item_tint, 0, sizeof(item_tint));
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is_corpse_changed = false;
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is_player_corpse = false;
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@@ -277,7 +277,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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corpse_graveyard_timer.Disable();
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}
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memset(item_tint, 0, sizeof(item_tint));
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//memset(item_tint, 0, sizeof(item_tint));
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for (i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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@@ -321,7 +321,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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}
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// get their tints
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memcpy(item_tint, &client->GetPP().item_tint, sizeof(item_tint));
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memcpy(&item_tint.Slot, &client->GetPP().item_tint, sizeof(item_tint));
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// TODO soulbound items need not be added to corpse, but they need
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// to go into the regular slots on the player, out of bags
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@@ -502,7 +502,7 @@ in_helmtexture,
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if (!zone->HasGraveyard() || wasAtGraveyard)
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corpse_graveyard_timer.Disable();
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memset(item_tint, 0, sizeof(item_tint));
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//memset(item_tint, 0, sizeof(item_tint));
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is_corpse_changed = false;
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is_player_corpse = true;
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@@ -591,7 +591,7 @@ bool Corpse::Save() {
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dbpc->helmtexture = this->helmtexture;
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dbpc->exp = rez_experience;
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memcpy(dbpc->item_tint, item_tint, sizeof(dbpc->item_tint));
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memcpy(&dbpc->item_tint.Slot, &item_tint.Slot, sizeof(dbpc->item_tint));
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dbpc->haircolor = haircolor;
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dbpc->beardcolor = beardcolor;
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dbpc->eyecolor2 = eyecolor1;
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@@ -1420,9 +1420,7 @@ uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
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item = database.GetItem(GetEquipment(material_slot));
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if(item != NO_ITEM) {
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return item_tint[material_slot].RGB.UseTint ?
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item_tint[material_slot].Color :
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item->Color;
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return (item_tint.Slot[material_slot].UseTint ? item_tint.Slot[material_slot].Color : item->Color);
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}
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return 0;
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