(RoF+) Implemented Hero's Forge Armor for NPCs. Set the herosforgemodel field in npc_types table to the model (example: 84 for full set, or 12107 for robe).

(RoF+) Hero's Forge Armor now overrides NPC texture settings.  To display Hero's Forge Armor Helms, set helmtexture field to anything other than 0.
Fixed some NPC loading from the database that was incorrect after adding herosforgemodel.
This commit is contained in:
Trevius
2014-12-24 12:02:30 -06:00
parent bc25d90441
commit baf2f23ce6
4 changed files with 31 additions and 21 deletions
+5 -5
View File
@@ -925,7 +925,7 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
ns->spawn.animation = 0;
ns->spawn.findable = findable?1:0;
ns->spawn.light = light;
ns->spawn.showhelm = 1;
ns->spawn.showhelm = (helmtexture && helmtexture != 0xFF) ? 1 : 0;
ns->spawn.invis = (invisible || hidden) ? 1 : 0; // TODO: load this before spawning players
ns->spawn.NPC = IsClient() ? 0 : 1;
@@ -945,11 +945,11 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
ns->spawn.drakkin_heritage = drakkin_heritage;
ns->spawn.drakkin_tattoo = drakkin_tattoo;
ns->spawn.drakkin_details = drakkin_details;
ns->spawn.equip_chest2 = texture;
ns->spawn.equip_chest2 = GetHerosForgeModel(1) != 0 ? 0xff : texture;
// ns->spawn.invis2 = 0xff;//this used to be labeled beard.. if its not FF it will turn mob invis
if(helmtexture && helmtexture != 0xFF)
if (helmtexture && helmtexture != 0xFF && GetHerosForgeModel(0) == 0)
{
ns->spawn.helm=helmtexture;
} else {
@@ -2770,8 +2770,8 @@ int32 Mob::GetHerosForgeModel(uint8 material_slot) const
if (IsNPC())
{
HeroModel = CastToNPC()->GetHeroForgeModel();
// Robes require full model number, and should only be sent to chest slot
if (HeroModel > 1000 && material_slot != 1)
// Robes require full model number, and should only be sent to chest, arms, wrists, and legs slots
if (HeroModel > 1000 && material_slot != 1 && material_slot != 2 && material_slot != 3 && material_slot != 5)
{
HeroModel = 0;
}