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https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Implemented EQEmu::TextureProfile
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+9
-16
@@ -73,7 +73,7 @@ Mob::Mob(const char* in_name,
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uint32 in_drakkin_heritage,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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uint32 in_armor_tint[EQEmu::textures::TextureCount],
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EQEmu::TintProfile in_armor_tint,
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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@@ -280,14 +280,7 @@ Mob::Mob(const char* in_name,
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for (i = 0; i < EQEmu::textures::TextureCount; i++)
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{
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if (in_armor_tint)
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{
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armor_tint[i] = in_armor_tint[i];
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}
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else
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{
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armor_tint[i] = 0;
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}
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armor_tint.Slot[i].Color = in_armor_tint.Slot[i].Color;
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}
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m_Delta = glm::vec4();
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@@ -1159,9 +1152,9 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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// Only Player Races Wear Armor
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if (Mob::IsPlayerRace(race) || i > 6)
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{
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ns->spawn.equipment[i].Material = GetEquipmentMaterial(i);
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ns->spawn.equipment[i].EliteMaterial = IsEliteMaterialItem(i);
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ns->spawn.equipment[i].HeroForgeModel = GetHerosForgeModel(i);
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ns->spawn.equipment.Slot[i].Material = GetEquipmentMaterial(i);
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ns->spawn.equipment.Slot[i].EliteMaterial = IsEliteMaterialItem(i);
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ns->spawn.equipment.Slot[i].HeroForgeModel = GetHerosForgeModel(i);
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ns->spawn.equipment_tint.Slot[i].Color = GetEquipmentColor(i);
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}
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}
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@@ -2821,7 +2814,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
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color |= (green_tint & 0xFF) << 8;
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color |= (blue_tint & 0xFF);
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color |= (color) ? (0xFF << 24) : 0;
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armor_tint[material_slot] = color;
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armor_tint.Slot[material_slot].Color = color;
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auto outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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WearChange_Struct* wc = (WearChange_Struct*)outapp->pBuffer;
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@@ -2838,7 +2831,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
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void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 hero_forge_model)
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{
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armor_tint[material_slot] = color;
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armor_tint.Slot[material_slot].Color = color;
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auto outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
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WearChange_Struct* wc = (WearChange_Struct*)outapp->pBuffer;
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@@ -2966,9 +2959,9 @@ uint32 Mob::GetEquipmentColor(uint8 material_slot) const
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{
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const EQEmu::ItemBase *item;
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if (armor_tint[material_slot])
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if (armor_tint.Slot[material_slot].Color)
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{
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return armor_tint[material_slot];
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return armor_tint.Slot[material_slot].Color;
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}
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item = database.GetItem(GetEquipment(material_slot));
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