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Implementation clean-up
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@@ -2068,7 +2068,7 @@ namespace RoF
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outapp->WriteUInt32(22); // Equipment count
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for (int r = 0; r < 9; r++)
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for (int r = EQEmu::textures::TextureBegin; r < EQEmu::textures::TextureCount; r++)
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{
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outapp->WriteUInt32(emu->item_material.Slot[r].Material);
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outapp->WriteUInt32(0);
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@@ -2088,9 +2088,9 @@ namespace RoF
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outapp->WriteUInt32(0);
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}
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outapp->WriteUInt32(9); // Equipment2 count
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outapp->WriteUInt32(EQEmu::textures::TextureCount); // Equipment2 count
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for (int r = 0; r < 9; r++)
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for (int r = EQEmu::textures::TextureBegin; r < EQEmu::textures::TextureCount; r++)
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{
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outapp->WriteUInt32(0);
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outapp->WriteUInt32(0);
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@@ -2099,7 +2099,7 @@ namespace RoF
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outapp->WriteUInt32(0);
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}
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outapp->WriteUInt32(9); // Tint Count
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outapp->WriteUInt32(EQEmu::textures::TextureCount); // Tint Count
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for (int r = 0; r < 7; r++)
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{
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@@ -2109,7 +2109,7 @@ namespace RoF
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outapp->WriteUInt32(0);
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outapp->WriteUInt32(0);
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outapp->WriteUInt32(9); // Tint2 Count
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outapp->WriteUInt32(EQEmu::textures::TextureCount); // Tint2 Count
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for (int r = 0; r < 7; r++)
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{
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@@ -4083,7 +4083,7 @@ namespace RoF
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if ((emu->NPC == 0) || (emu->race <= 12) || (emu->race == 128) || (emu->race == 130) || (emu->race == 330) || (emu->race == 522))
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{
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for (k = 0; k < 9; ++k)
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for (k = EQEmu::textures::TextureBegin; k < EQEmu::textures::TextureCount; ++k)
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{
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{
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment_tint.Slot[k].Color);
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@@ -4092,7 +4092,7 @@ namespace RoF
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structs::Texture_Struct *Equipment = (structs::Texture_Struct *)Buffer;
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for (k = 0; k < 9; k++) {
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for (k = EQEmu::textures::TextureBegin; k < EQEmu::textures::TextureCount; k++) {
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Equipment[k].Material = emu->equipment.Slot[k].Material;
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Equipment[k].Unknown1 = emu->equipment.Slot[k].Unknown1;
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Equipment[k].EliteMaterial = emu->equipment.Slot[k].EliteMaterial;
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@@ -4100,7 +4100,7 @@ namespace RoF
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Equipment[k].Material2 = emu->equipment.Slot[k].Material2;
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}
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Buffer += (sizeof(structs::Texture_Struct) * 9);
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Buffer += (sizeof(structs::Texture_Struct) * EQEmu::textures::TextureCount);
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}
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else
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{
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