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Fixed an issue where tints and weapons weren't being refreshed on Mob::SendIllusion triggers from scripts
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parent
13ba997589
commit
bc525e33c5
10
zone/mob.cpp
10
zone/mob.cpp
@ -1757,6 +1757,10 @@ void Mob::SendIllusionPacket(uint16 in_race, uint8 in_gender, uint8 in_texture,
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entity_list.QueueClients(this, outapp);
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safe_delete(outapp);
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/* Refresh armor and tints after send illusion packet */
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this->SendArmorAppearance();
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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",
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race, gender, texture, helmtexture, haircolor, beardcolor, eyecolor1, eyecolor2, hairstyle, luclinface, drakkin_heritage, drakkin_tattoo, drakkin_details, size);
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}
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@ -2751,12 +2755,12 @@ void Mob::SendArmorAppearance(Client *one_client)
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if (!IsClient())
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{
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const Item_Struct *item;
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for (int i=0; i< 7 ; ++i)
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for (int i = 0; i < 7; ++i)
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{
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item=database.GetItem(GetEquipment(i));
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item = database.GetItem(GetEquipment(i));
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if (item != 0)
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{
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SendWearChange(i,one_client);
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SendWearChange(i, one_client);
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}
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}
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}
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