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