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