Fixed an issue where tints and weapons weren't being refreshed on Mob::SendIllusion triggers from scripts

This commit is contained in:
Akkadius 2015-09-21 15:28:29 -05:00
parent 13ba997589
commit bc525e33c5

View File

@ -1757,6 +1757,10 @@ void Mob::SendIllusionPacket(uint16 in_race, uint8 in_gender, uint8 in_texture,
entity_list.QueueClients(this, outapp);
safe_delete(outapp);
/* Refresh armor and tints after send illusion packet */
this->SendArmorAppearance();
Log.Out(Logs::Detail, Logs::Spells, "Illusion: Race = %i, Gender = %i, Texture = %i, HelmTexture = %i, HairColor = %i, BeardColor = %i, EyeColor1 = %i, EyeColor2 = %i, HairStyle = %i, Face = %i, DrakkinHeritage = %i, DrakkinTattoo = %i, DrakkinDetails = %i, Size = %f",
race, gender, texture, helmtexture, haircolor, beardcolor, eyecolor1, eyecolor2, hairstyle, luclinface, drakkin_heritage, drakkin_tattoo, drakkin_details, size);
}
@ -2751,12 +2755,12 @@ void Mob::SendArmorAppearance(Client *one_client)
if (!IsClient())
{
const Item_Struct *item;
for (int i=0; i< 7 ; ++i)
for (int i = 0; i < 7; ++i)
{
item=database.GetItem(GetEquipment(i));
item = database.GetItem(GetEquipment(i));
if (item != 0)
{
SendWearChange(i,one_client);
SendWearChange(i, one_client);
}
}
}