Added class EQEmu::InventorySlot

This commit is contained in:
Uleat
2016-10-16 21:36:39 -04:00
parent 8b5dd58e96
commit bfd07b1010
69 changed files with 1852 additions and 1391 deletions
+8 -8
View File
@@ -117,12 +117,12 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
cse->Gender = (uint8)atoi(row[2]);
cse->Face = (uint8)atoi(row[15]);
for (uint32 matslot = 0; matslot < EQEmu::textures::TextureCount; matslot++) { // Processed below
for (uint32 matslot = 0; matslot < EQEmu::textures::materialCount; matslot++) { // Processed below
cse->Equip[matslot].Material = 0;
cse->Equip[matslot].Unknown1 = 0;
cse->Equip[matslot].EliteMaterial = 0;
cse->Equip[matslot].HeroForgeModel = 0;
cse->Equip[matslot].Material2 = 0;
cse->Equip[matslot].EliteModel = 0;
cse->Equip[matslot].HeroicModel = 0;
cse->Equip[matslot].Unknown2 = 0;
cse->Equip[matslot].Color = 0;
}
@@ -249,7 +249,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
const EQEmu::ItemInstance* inst = nullptr;
int16 invslot = 0;
for (uint32 matslot = 0; matslot < EQEmu::textures::TextureCount; matslot++) {
for (uint32 matslot = EQEmu::textures::textureBegin; matslot < EQEmu::textures::materialCount; matslot++) {
invslot = Inventory::CalcSlotFromMaterial(matslot);
if (invslot == INVALID_INDEX) { continue; }
inst = inv.GetItem(invslot);
@@ -270,7 +270,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
cse->Equip[matslot].Material = idfile;
}
}
if (matslot == EQEmu::textures::TexturePrimary) {
if (matslot == EQEmu::textures::weaponPrimary) {
cse->PrimaryIDFile = idfile;
}
else {
@@ -288,8 +288,8 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
// Armor Materials/Models
cse->Equip[matslot].Material = item->Material;
cse->Equip[matslot].EliteMaterial = item->EliteMaterial;
cse->Equip[matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
cse->Equip[matslot].EliteModel = item->EliteMaterial;
cse->Equip[matslot].HeroicModel = inst->GetOrnamentHeroModel(matslot);
cse->Equip[matslot].Color = color;
}
}