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Added class EQEmu::InventorySlot
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+8
-8
@@ -117,12 +117,12 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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cse->Gender = (uint8)atoi(row[2]);
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cse->Face = (uint8)atoi(row[15]);
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for (uint32 matslot = 0; matslot < EQEmu::textures::TextureCount; matslot++) { // Processed below
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for (uint32 matslot = 0; matslot < EQEmu::textures::materialCount; matslot++) { // Processed below
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cse->Equip[matslot].Material = 0;
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cse->Equip[matslot].Unknown1 = 0;
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cse->Equip[matslot].EliteMaterial = 0;
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cse->Equip[matslot].HeroForgeModel = 0;
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cse->Equip[matslot].Material2 = 0;
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cse->Equip[matslot].EliteModel = 0;
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cse->Equip[matslot].HeroicModel = 0;
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cse->Equip[matslot].Unknown2 = 0;
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cse->Equip[matslot].Color = 0;
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}
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@@ -249,7 +249,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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const EQEmu::ItemInstance* inst = nullptr;
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int16 invslot = 0;
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for (uint32 matslot = 0; matslot < EQEmu::textures::TextureCount; matslot++) {
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for (uint32 matslot = EQEmu::textures::textureBegin; matslot < EQEmu::textures::materialCount; matslot++) {
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invslot = Inventory::CalcSlotFromMaterial(matslot);
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if (invslot == INVALID_INDEX) { continue; }
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inst = inv.GetItem(invslot);
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@@ -270,7 +270,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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cse->Equip[matslot].Material = idfile;
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}
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}
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if (matslot == EQEmu::textures::TexturePrimary) {
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if (matslot == EQEmu::textures::weaponPrimary) {
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cse->PrimaryIDFile = idfile;
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}
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else {
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@@ -288,8 +288,8 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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// Armor Materials/Models
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cse->Equip[matslot].Material = item->Material;
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cse->Equip[matslot].EliteMaterial = item->EliteMaterial;
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cse->Equip[matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
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cse->Equip[matslot].EliteModel = item->EliteMaterial;
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cse->Equip[matslot].HeroicModel = inst->GetOrnamentHeroModel(matslot);
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cse->Equip[matslot].Color = color;
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}
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}
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