More texture / ornamentation work - export SetPrimaryWeaponOrnamentation and SetSecondaryWeaponOrnamentation to Perl / Lua

This commit is contained in:
Akkadius
2019-01-01 04:22:31 -06:00
parent 7a56ffc380
commit df68ad6358
9 changed files with 398 additions and 279 deletions
+41
View File
@@ -9021,7 +9021,48 @@ bool Client::IsDevToolsWindowEnabled() const
return dev_tools_window_enabled;
}
/**
* @param in_dev_tools_window_enabled
*/
void Client::SetDevToolsWindowEnabled(bool in_dev_tools_window_enabled)
{
Client::dev_tools_window_enabled = in_dev_tools_window_enabled;
}
/**
* @param model_id
*/
void Client::SetPrimaryWeaponOrnamentation(uint32 model_id)
{
if (GetItemIDAt(EQEmu::invslot::slotPrimary) > 0) {
database.QueryDatabase(
StringFormat(
"UPDATE `inventory` SET `ornamentidfile` = %i WHERE `charid` = %i AND `slotid` = %i",
model_id,
character_id,
EQEmu::invslot::slotPrimary
));
WearChange(EQEmu::textures::weaponPrimary, static_cast<uint16>(model_id), 0);
Message(15, "Your primary weapon appearance has been modified, changes will fully take affect next time you zone");
}
}
/**
* @param model_id
*/
void Client::SetSecondaryWeaponOrnamentation(uint32 model_id)
{
if (GetItemIDAt(EQEmu::invslot::slotSecondary) > 0) {
database.QueryDatabase(
StringFormat(
"UPDATE `inventory` SET `ornamentidfile` = %i WHERE `charid` = %i AND `slotid` = %i",
model_id,
character_id,
EQEmu::invslot::slotSecondary
));
WearChange(EQEmu::textures::weaponSecondary, static_cast<uint16>(model_id), 0);
Message(15, "Your secondary weapon appearance has been modified, changes will fully take affect next time you zone");
}
}