Implemented EQEmu::TextureProfile

This commit is contained in:
Uleat
2016-06-01 08:54:26 -04:00
parent ae3c98c692
commit cd8cd90a38
29 changed files with 467 additions and 462 deletions
+68 -52
View File
@@ -176,7 +176,8 @@ struct Tint_Struct
};
};
struct TintProfile {
struct TintProfile
{
union {
struct {
Tint_Struct Head;
@@ -193,13 +194,43 @@ struct TintProfile {
};
};
struct CharSelectEquip
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct Texture_Struct
{
uint32 Material;
uint32 Unknown1;
uint32 EliteMaterial;
uint32 HeroForgeModel;
uint32 Material2;
uint32 Material2; // Same as material?
};
// Needs more research regarding new slots
//struct TextureProfile
//{
// union {
// struct {
// Texture_Struct Head;
// Texture_Struct Chest;
// Texture_Struct Arms;
// Texture_Struct Wrist;
// Texture_Struct Hands;
// Texture_Struct Legs;
// Texture_Struct Feet;
// Texture_Struct Primary;
// Texture_Struct Secondary;
// };
// Texture_Struct Slot[EQEmu::textures::TextureCount];
// };
//
// TextureProfile();
//};
struct CharSelectEquip
{
Texture_Struct Textures;
Tint_Struct Color;
};
@@ -248,21 +279,6 @@ struct CharacterSelect_Struct
/*004*/ CharacterSelectEntry_Struct Entries[0];
};
/*
* Visible equiptment.
* Size: 20 Octets
*/
struct EquipStruct
{
/*00*/ uint32 Material;
/*04*/ uint32 Unknown1;
/*08*/ uint32 EliteMaterial;
/*12*/ uint32 HeroForgeModel;
/*16*/ uint32 Material2; // Same as material?
/*20*/
};
struct Membership_Entry_Struct
{
/*000*/ uint32 purchase_id; // Seen 1, then increments 90287 to 90300
@@ -471,17 +487,17 @@ struct Spawn_Struct
{
struct
{
/*0000*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
/*0000*/ EquipStruct equip_chest; // Equiptment: Chest visual
/*0000*/ EquipStruct equip_arms; // Equiptment: Arms visual
/*0000*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
/*0000*/ EquipStruct equip_hands; // Equiptment: Hands visual
/*0000*/ EquipStruct equip_legs; // Equiptment: Legs visual
/*0000*/ EquipStruct equip_feet; // Equiptment: Boots visual
/*0000*/ EquipStruct equip_primary; // Equiptment: Main visual
/*0000*/ EquipStruct equip_secondary; // Equiptment: Off visual
/*0000*/ Texture_Struct equip_helmet; // Equiptment: Helmet visual
/*0000*/ Texture_Struct equip_chest; // Equiptment: Chest visual
/*0000*/ Texture_Struct equip_arms; // Equiptment: Arms visual
/*0000*/ Texture_Struct equip_bracers; // Equiptment: Wrist visual
/*0000*/ Texture_Struct equip_hands; // Equiptment: Hands visual
/*0000*/ Texture_Struct equip_legs; // Equiptment: Legs visual
/*0000*/ Texture_Struct equip_feet; // Equiptment: Boots visual
/*0000*/ Texture_Struct equip_primary; // Equiptment: Main visual
/*0000*/ Texture_Struct equip_secondary; // Equiptment: Off visual
} equip;
/*0000*/ EquipStruct equipment[9];
/*0000*/ Texture_Struct equipment[9];
};
/*0000*/ //char title[0]; // only read if(hasTitleOrSuffix & 4)
@@ -1080,34 +1096,34 @@ union
{
struct
{
/*00184*/ EquipStruct equip_helmet; // Equipment: Helmet visual
/*00204*/ EquipStruct equip_chest; // Equipment: Chest visual
/*00224*/ EquipStruct equip_arms; // Equipment: Arms visual
/*00244*/ EquipStruct equip_bracers; // Equipment: Wrist visual
/*00264*/ EquipStruct equip_hands; // Equipment: Hands visual
/*00284*/ EquipStruct equip_legs; // Equipment: Legs visual
/*00304*/ EquipStruct equip_feet; // Equipment: Boots visual
/*00324*/ EquipStruct equip_primary; // Equipment: Main visual
/*00344*/ EquipStruct equip_secondary; // Equipment: Off visual
/*00184*/ Texture_Struct equip_helmet; // Equipment: Helmet visual
/*00204*/ Texture_Struct equip_chest; // Equipment: Chest visual
/*00224*/ Texture_Struct equip_arms; // Equipment: Arms visual
/*00244*/ Texture_Struct equip_bracers; // Equipment: Wrist visual
/*00264*/ Texture_Struct equip_hands; // Equipment: Hands visual
/*00284*/ Texture_Struct equip_legs; // Equipment: Legs visual
/*00304*/ Texture_Struct equip_feet; // Equipment: Boots visual
/*00324*/ Texture_Struct equip_primary; // Equipment: Main visual
/*00344*/ Texture_Struct equip_secondary; // Equipment: Off visual
// Below slots are just guesses, but all 0s anyway...
/*00364*/ EquipStruct equip_charm; // Equipment: Non-visual
/*00384*/ EquipStruct equip_ear1; // Equipment: Non-visual
/*00404*/ EquipStruct equip_ear2; // Equipment: Non-visual
/*00424*/ EquipStruct equip_face; // Equipment: Non-visual
/*00444*/ EquipStruct equip_neck; // Equipment: Non-visual
/*00464*/ EquipStruct equip_shoulder; // Equipment: Non-visual
/*00484*/ EquipStruct equip_bracer2; // Equipment: Non-visual
/*00504*/ EquipStruct equip_range; // Equipment: Non-visual
/*00524*/ EquipStruct equip_ring1; // Equipment: Non-visual
/*00544*/ EquipStruct equip_ring2; // Equipment: Non-visual
/*00564*/ EquipStruct equip_waist; // Equipment: Non-visual
/*00584*/ EquipStruct equip_powersource;// Equipment: Non-visual
/*00604*/ EquipStruct equip_ammo; // Equipment: Non-visual
/*00364*/ Texture_Struct equip_charm; // Equipment: Non-visual
/*00384*/ Texture_Struct equip_ear1; // Equipment: Non-visual
/*00404*/ Texture_Struct equip_ear2; // Equipment: Non-visual
/*00424*/ Texture_Struct equip_face; // Equipment: Non-visual
/*00444*/ Texture_Struct equip_neck; // Equipment: Non-visual
/*00464*/ Texture_Struct equip_shoulder; // Equipment: Non-visual
/*00484*/ Texture_Struct equip_bracer2; // Equipment: Non-visual
/*00504*/ Texture_Struct equip_range; // Equipment: Non-visual
/*00524*/ Texture_Struct equip_ring1; // Equipment: Non-visual
/*00544*/ Texture_Struct equip_ring2; // Equipment: Non-visual
/*00564*/ Texture_Struct equip_waist; // Equipment: Non-visual
/*00584*/ Texture_Struct equip_powersource;// Equipment: Non-visual
/*00604*/ Texture_Struct equip_ammo; // Equipment: Non-visual
} equip;
/*00184*/ EquipStruct equipment[22]; // Total Slots
/*00184*/ Texture_Struct equipment[22]; // Total Slots
};
/*00624*/ uint32 equip2_count; // Seen 9
/*00628*/ EquipStruct equipment2[EQEmu::textures::TextureCount]; // Appears to be Visible slots, but all 0s
/*00628*/ Texture_Struct equipment2[EQEmu::textures::TextureCount]; // Appears to be Visible slots, but all 0s
/*00808*/ uint32 tint_count; // Seen 9
/*00812*/ TintProfile item_tint; // RR GG BB 00
/*00848*/ uint32 tint_count2; // Seen 9