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Added class EQEmu::InventorySlot
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+97
-84
@@ -25,116 +25,129 @@
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namespace EQEmu
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{
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//class InventorySlot;
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namespace textures {
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//enum : int { TextureInvalid = -1, TextureBegin };
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enum : uint8 { TextureInvalid = 255, TextureBegin = 0 };
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enum : int8 { textureInvalid = -1, textureBegin };
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//enum TextureSlot : int {
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enum TextureSlot : uint8 {
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TextureHead = TextureBegin,
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TextureChest,
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TextureArms,
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TextureWrist,
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TextureHands,
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TextureLegs,
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TextureFeet,
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TexturePrimary,
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TextureSecondary,
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TextureCount
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enum TextureSlot : int8 {
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armorHead = textureBegin,
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armorChest,
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armorArms,
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armorWrist,
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armorHands,
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armorLegs,
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armorFeet,
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weaponPrimary,
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weaponSecondary,
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materialCount,
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materialInvalid = textureInvalid
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};
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const int LastTexture = TextureSecondary;
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const int LastTintableTexture = TextureFeet;
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enum TintSlot : int8 {
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tintHead = textureBegin,
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tintChest,
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tintArms,
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tintWrist,
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tintHands,
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tintLegs,
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tintFeet,
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tintCount,
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tintInvalid = textureInvalid
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};
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//extern int ConvertEquipmentSlotToTextureSlot(int equipment_slot);
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//extern int ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot);
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//extern InventorySlot ConvertTextureSlotToEquipmentSlot(int texture_slot);
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const int8 LastTexture = weaponSecondary;
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const int8 LastTintableTexture = tintFeet;
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struct Texture_Struct {
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union {
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struct {
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struct {
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struct {
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uint32 _material;
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} _1_field;
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uint32 _unknown1;
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uint32 _elite_model;
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} _3_fields;
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uint32 _heroic_model;
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uint32 _unknown2;
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} _5_fields;
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uint32 Material;
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uint32 Unknown1;
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uint32 EliteModel;
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uint32 HeroicModel;
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uint32 Unknown2; // same as material?
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};
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};
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struct TextureMaterial_Struct {
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uint32 Material;
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};
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struct Tint_Struct {
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union {
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struct {
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uint8 Blue;
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uint8 Green;
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uint8 Red;
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uint8 UseTint; // if there's a tint, this is FF
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};
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uint32 Color;
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};
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};
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} /*textures*/
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struct Texture_Struct {
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uint32 Material;
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uint32 Unknown1;
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uint32 EliteMaterial;
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uint32 HeroForgeModel;
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uint32 Material2; // Same as material?
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};
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struct TextureProfile {
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union {
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struct {
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Texture_Struct Head;
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Texture_Struct Chest;
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Texture_Struct Arms;
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Texture_Struct Wrist;
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Texture_Struct Hands;
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Texture_Struct Legs;
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Texture_Struct Feet;
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Texture_Struct Primary;
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Texture_Struct Secondary;
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textures::Texture_Struct Head;
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textures::Texture_Struct Chest;
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textures::Texture_Struct Arms;
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textures::Texture_Struct Wrist;
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textures::Texture_Struct Hands;
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textures::Texture_Struct Legs;
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textures::Texture_Struct Feet;
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textures::Texture_Struct Primary;
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textures::Texture_Struct Secondary;
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};
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Texture_Struct Slot[textures::TextureCount];
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textures::Texture_Struct Slot[textures::materialCount];
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};
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TextureProfile();
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};
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struct TextureShort_Struct {
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uint32 Material;
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};
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struct TextureShortProfile {
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struct TextureMaterialProfile {
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union {
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struct {
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TextureShort_Struct Head;
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TextureShort_Struct Chest;
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TextureShort_Struct Arms;
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TextureShort_Struct Wrist;
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TextureShort_Struct Hands;
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TextureShort_Struct Legs;
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TextureShort_Struct Feet;
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TextureShort_Struct Primary;
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TextureShort_Struct Secondary;
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textures::TextureMaterial_Struct Head;
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textures::TextureMaterial_Struct Chest;
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textures::TextureMaterial_Struct Arms;
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textures::TextureMaterial_Struct Wrist;
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textures::TextureMaterial_Struct Hands;
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textures::TextureMaterial_Struct Legs;
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textures::TextureMaterial_Struct Feet;
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textures::TextureMaterial_Struct Primary;
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textures::TextureMaterial_Struct Secondary;
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};
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TextureShort_Struct Slot[textures::TextureCount];
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textures::TextureMaterial_Struct Slot[textures::materialCount];
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};
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TextureShortProfile();
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};
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struct Tint_Struct {
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union {
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struct {
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uint8 Blue;
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uint8 Green;
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uint8 Red;
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uint8 UseTint; // if there's a tint this is FF
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};
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uint32 Color;
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};
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//Tint_Struct();
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};
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struct TintProfile {
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union {
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struct {
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Tint_Struct Head;
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Tint_Struct Chest;
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Tint_Struct Arms;
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Tint_Struct Wrist;
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Tint_Struct Hands;
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Tint_Struct Legs;
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Tint_Struct Feet;
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Tint_Struct Primary;
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Tint_Struct Secondary;
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textures::Tint_Struct Head;
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textures::Tint_Struct Chest;
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textures::Tint_Struct Arms;
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textures::Tint_Struct Wrist;
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textures::Tint_Struct Hands;
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textures::Tint_Struct Legs;
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textures::Tint_Struct Feet;
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textures::Tint_Struct Primary;
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textures::Tint_Struct Secondary;
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};
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Tint_Struct Slot[textures::TextureCount];
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textures::Tint_Struct Slot[textures::materialCount]; // materialCount is correct..but, {[weaponPrimary],[weaponSecondary]} are not tintable...
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};
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TintProfile();
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};
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} /*EQEmu*/
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