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Added class EQEmu::InventorySlot
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@@ -18,82 +18,3 @@
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*/
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#include "textures.h"
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//#include "inventory_slot.h"
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#include <string.h> // temp
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//int EQEmu::textures::ConvertEquipmentSlotToTextureSlot(int equipment_slot)
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//{
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// switch (equipment_slot) {
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// case inventory::PossessionsHead:
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// return textures::TextureHead;
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// case inventory::PossessionsChest:
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// return textures::TextureChest;
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// case inventory::PossessionsArms:
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// return textures::TextureArms;
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// case inventory::PossessionsWrist1:
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// return textures::TextureWrist;
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// case inventory::PossessionsHands:
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// return textures::TextureHands;
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// case inventory::PossessionsLegs:
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// return textures::TextureLegs;
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// case inventory::PossessionsFeet:
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// return textures::TextureFeet;
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// case inventory::PossessionsPrimary:
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// return textures::TexturePrimary;
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// case inventory::PossessionsSecondary:
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// return textures::TextureSecondary;
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// default:
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// return textures::TextureInvalid;
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// }
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//}
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//int EQEmu::textures::ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot)
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//{
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// if (equipment_slot.Type() != inventory::InvTypePossessions || equipment_slot.Bag() != inventory::InvBagInvalid || equipment_slot.Aug() != inventory::InvAugInvalid)
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// return textures::TextureInvalid;
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//
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// return ConvertEquipmentSlotToTextureSlot(equipment_slot.Slot());
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//}
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//EQEmu::InventorySlot EQEmu::textures::ConvertTextureSlotToEquipmentSlot(int texture_slot)
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//{
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// switch (texture_slot) {
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// case textures::TextureHead:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsHead);
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// case textures::TextureChest:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsChest);
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// case textures::TextureArms:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsArms);
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// case textures::TextureWrist:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsWrist1);
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// case textures::TextureHands:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsHands);
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// case textures::TextureLegs:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsLegs);
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// case textures::TextureFeet:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsFeet);
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// case textures::TexturePrimary:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsPrimary);
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// case textures::TextureSecondary:
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// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsSecondary);
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// default:
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// return EQEmu::InventorySlot();
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// }
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//}
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EQEmu::TextureProfile::TextureProfile()
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{
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memset(&Slot, 0, (sizeof(Texture_Struct) * textures::TextureCount));
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}
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EQEmu::TextureShortProfile::TextureShortProfile()
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{
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memset(&Slot, 0, (sizeof(uint32) * textures::TextureCount));
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}
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EQEmu::TintProfile::TintProfile()
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{
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memset(&Slot, 0, (sizeof(uint32) * textures::TextureCount));
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}
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