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More texture / ornamentation work - export SetPrimaryWeaponOrnamentation and SetSecondaryWeaponOrnamentation to Perl / Lua
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+6
-9
@@ -2826,15 +2826,12 @@ void command_test(Client *c, const Seperator *sep)
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{
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c->Message(15, "Triggering test command");
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// EQEmu::ItemInstance* fake_weapon_secondary = database.CreateItem(static_cast<uint32>(c->GetItemIDAt(EQEmu::invslot::slotSecondary)));
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// fake_weapon_secondary->SetNewIDFile(c->GetEquipmentMaterial(EQEmu::textures::weaponSecondary));
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// c->SendItemPacket(EQEmu::invslot::slotSecondary, fake_weapon_secondary, ItemPacketTrade);
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// safe_delete(fake_weapon_secondary);
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EQEmu::ItemInstance* fake_weapon = database.CreateItem(static_cast<uint32>(c->GetItemIDAt(EQEmu::invslot::slotPrimary)));
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fake_weapon->SetNewIDFile(c->GetEquipmentMaterial(EQEmu::textures::weaponPrimary));
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c->SendItemPacket(EQEmu::invslot::slotPrimary, fake_weapon, ItemPacketTrade);
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safe_delete(fake_weapon);
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if (sep->arg[1]) {
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c->SetPrimaryWeaponOrnamentation(atoi(sep->arg[1]));
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}
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if (sep->arg[2]) {
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c->SetSecondaryWeaponOrnamentation(atoi(sep->arg[2]));
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}
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}
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void command_texture(Client *c, const Seperator *sep)
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