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https://github.com/EQEmu/Server.git
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Implemented EQEmu::TextureProfile
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+3
-3
@@ -153,7 +153,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
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in_npc->GetPosition(), in_npc->GetInnateLightType(), in_npc->GetTexture(),in_npc->GetHelmTexture(),
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0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0),
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0,0,0,0,0,0,0,0,0,0,EQEmu::TintProfile(),0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0),
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corpse_decay_timer(in_decaytime),
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corpse_rez_timer(0),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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@@ -244,7 +244,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage,
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client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo,
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client->GetPP().drakkin_details, // uint32 in_drakkin_details,
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0, // uint32 in_armor_tint[_MaterialCount],
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EQEmu::TintProfile(), // uint32 in_armor_tint[_MaterialCount],
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0xff, // uint8 in_aa_title,
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0, // uint8 in_see_invis, // see through invis
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0, // uint8 in_see_invis_undead, // see through invis vs. undead
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@@ -474,7 +474,7 @@ in_helmtexture,
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0,
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0,
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0,
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0,
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EQEmu::TintProfile(),
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0xff,
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0,
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0,
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