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https://github.com/EQEmu/Server.git
synced 2026-05-31 00:46:46 +00:00
Implemented EQEmu::TextureProfile
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+35
-48
@@ -135,7 +135,8 @@ 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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@@ -152,11 +153,40 @@ 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: 12 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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};
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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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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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@@ -169,7 +199,7 @@ struct CharacterSelectEntry_Struct
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/*0000*/ uint8 Beard; //
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/*0001*/ uint8 HairColor; //
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/*0000*/ uint8 Face; //
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/*0000*/ CharSelectEquip Equip[9];
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/*0000*/ CharSelectEquip Equip[EQEmu::textures::TextureCount];
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/*0000*/ uint32 PrimaryIDFile; //
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/*0000*/ uint32 SecondaryIDFile; //
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/*0000*/ uint8 Unknown15; // 0xff
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@@ -202,19 +232,6 @@ struct CharacterSelect_Struct
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/*0008*/ CharacterSelectEntry_Struct Entries[0];
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};
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/*
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* Visible equiptment.
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* Size: 12 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*/
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};
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/*
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** Generic Spawn Struct
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** Length: 897 Octets
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@@ -334,22 +351,7 @@ struct Spawn_Struct
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/*0000*/ TintProfile equipment_tint;
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// skip these bytes if not a valid player race
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/*0000*/ union
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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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} equip;
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/*0000*/ EquipStruct equipment[9];
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};
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/*0000*/ TextureProfile equipment;
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/*0000*/ //char title[0]; // only read if(hasTitleOrSuffix & 4)
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/*0000*/ //char suffix[0]; // only read if(hasTitleOrSuffix & 8)
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@@ -954,22 +956,7 @@ struct PlayerProfile_Struct
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/*00230*/ uint8 hairstyle; // Player hair style
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/*00231*/ uint8 beard; // Player beard type
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/*00232*/ uint8 unknown00232[4]; // was 14
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/*00236*/ union
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{
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struct
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{
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/*00236*/ EquipStruct equip_helmet; // Equiptment: Helmet visual
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/*00248*/ EquipStruct equip_chest; // Equiptment: Chest visual
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/*00260*/ EquipStruct equip_arms; // Equiptment: Arms visual
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/*00272*/ EquipStruct equip_bracers; // Equiptment: Wrist visual
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/*00284*/ EquipStruct equip_hands; // Equiptment: Hands visual
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/*00296*/ EquipStruct equip_legs; // Equiptment: Legs visual
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/*00308*/ EquipStruct equip_feet; // Equiptment: Boots visual
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/*00320*/ EquipStruct equip_primary; // Equiptment: Main visual
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/*00332*/ EquipStruct equip_secondary; // Equiptment: Off visual
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} equip;
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/*00236*/ EquipStruct equipment[9]; //Underfoot Shows [108] for this part
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};
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/*00236*/ TextureProfile equipment;
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/*00344*/ uint8 unknown00344[168]; // Underfoot Shows [160]
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/*00512*/ TintProfile item_tint; // RR GG BB 00
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/*00548*/ AA_Array aa_array[MAX_PP_AA_ARRAY]; // [3600] AAs 12 bytes each
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