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
+35 -48
View File
@@ -135,7 +135,8 @@ struct Tint_Struct
};
};
struct TintProfile {
struct TintProfile
{
union {
struct {
Tint_Struct Head;
@@ -152,11 +153,40 @@ struct TintProfile {
};
};
struct CharSelectEquip
/*
* Visible equiptment.
* Size: 12 Octets
*/
struct Texture_Struct
{
uint32 Material;
uint32 Unknown1;
uint32 EliteMaterial;
};
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;
};
@@ -169,7 +199,7 @@ struct CharacterSelectEntry_Struct
/*0000*/ uint8 Beard; //
/*0001*/ uint8 HairColor; //
/*0000*/ uint8 Face; //
/*0000*/ CharSelectEquip Equip[9];
/*0000*/ CharSelectEquip Equip[EQEmu::textures::TextureCount];
/*0000*/ uint32 PrimaryIDFile; //
/*0000*/ uint32 SecondaryIDFile; //
/*0000*/ uint8 Unknown15; // 0xff
@@ -200,19 +230,6 @@ struct CharacterSelect_Struct
/*0008*/ CharacterSelectEntry_Struct Entries[0];
};
/*
* Visible equiptment.
* Size: 12 Octets
*/
struct EquipStruct
{
/*00*/ uint32 Material;
/*04*/ uint32 Unknown1;
/*08*/ uint32 EliteMaterial;
/*12*/
};
/*
** Generic Spawn Struct
** Length: 897 Octets
@@ -239,22 +256,7 @@ struct Spawn_Struct {
/*0018*/ uint8 unknown0018[4]; //
/*0022*/ uint8 gender; // Gender (0=male, 1=female, 2=monster)
/*0023*/ uint8 unknown0023[4]; //
/*0027*/ union
{
struct
{
/*0027*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
/*0039*/ EquipStruct equip_chest; // Equiptment: Chest visual
/*0051*/ EquipStruct equip_arms; // Equiptment: Arms visual
/*0063*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
/*0075*/ EquipStruct equip_hands; // Equiptment: Hands visual
/*0087*/ EquipStruct equip_legs; // Equiptment: Legs visual
/*0099*/ EquipStruct equip_feet; // Equiptment: Boots visual
/*0111*/ EquipStruct equip_primary; // Equiptment: Main visual
/*0123*/ EquipStruct equip_secondary; // Equiptment: Off visual
} equip;
/*0027*/ EquipStruct equipment[9];
};
/*0027*/ TextureProfile equipment;
/*0135*/ uint8 StandState; // Seems to be required to be set to 0x64 for normal animation.
/*0136*/ uint8 unknown0136;
@@ -884,22 +886,7 @@ struct PlayerProfile_Struct //23576 Octets
/*00216*/ uint8 hairstyle; // Player hair style
/*00217*/ uint8 beard; // Player beard type
/*00218*/ uint8 unknown00178[10]; //[10]14 on Live?
/*00228*/ union
{
struct
{
/*00228*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
/*00240*/ EquipStruct equip_chest; // Equiptment: Chest visual
/*00252*/ EquipStruct equip_arms; // Equiptment: Arms visual
/*00264*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
/*00276*/ EquipStruct equip_hands; // Equiptment: Hands visual
/*00288*/ EquipStruct equip_legs; // Equiptment: Legs visual
/*00300*/ EquipStruct equip_feet; // Equiptment: Boots visual
/*00312*/ EquipStruct equip_primary; // Equiptment: Main visual
/*00324*/ EquipStruct equip_secondary; // Equiptment: Off visual
} equip;
/*00228*/ EquipStruct equipment[9]; //Live Shows [108] for this part
};
/*00228*/ TextureProfile equipment;
/*00336*/ uint8 unknown00224[156]; // Live Shows [160]
/*00496*/ TintProfile item_tint; // RR GG BB 00
/*00544*/ AA_Array aa_array[MAX_PP_AA_ARRAY]; // [3600] AAs 12 bytes each