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Implemented EQEmu::TextureProfile
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+3
-3
@@ -100,7 +100,7 @@ Client::Client(EQStreamInterface* ieqs)
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0, // Drakkin Heritage
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0, // Drakkin Tattoo
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0, // Drakkin Details
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0, // Armor Tint
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EQEmu::TintProfile(), // Armor Tint
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0xff, // AA Title
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0, // see_invis
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0, // see_invis_undead
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@@ -2732,7 +2732,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != EQEmu::textures::TextureInvalid)
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{
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m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
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m_pp.item_material.Slot[matslot].Material = GetEquipmentMaterial(matslot);
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}
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}
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}
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@@ -6286,7 +6286,7 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::TexturePrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::TextureSecondary);
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for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTexture; i++) {
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made_npc->armor_tint[i] = GetEquipmentColor(i);
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made_npc->armor_tint.Slot[i].Color = GetEquipmentColor(i);
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}
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made_npc->loottable_id = 0;
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