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 -39
View File
@@ -271,7 +271,12 @@ public:
void DeleteBuyLines(uint32 CharID);
void UpdateBuyLine(uint32 CharID, uint32 BuySlot, uint32 Quantity);
/* General Character Related Stuff */
/**
************************************************
* Character
************************************************
*/
bool SetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
uint32 GetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
@@ -284,46 +289,43 @@ public:
void RemoveTempFactions(Client *c);
void UpdateItemRecastTimestamps(uint32 char_id, uint32 recast_type, uint32 timestamp);
/* Character Data Loaders */
bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
bool DeleteCharacterAAs(uint32 character_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
bool DeleteCharacterDye(uint32 character_id);
bool DeleteCharacterLeadershipAAs(uint32 character_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
/* Character Data Saves */
bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_num);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
bool SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
bool LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
/* Character Data Deletes */
bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
bool DeleteCharacterLeadershipAAs(uint32 character_id);
bool DeleteCharacterAAs(uint32 character_id);
bool DeleteCharacterDye(uint32 character_id);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_num);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
/* Character Inventory */
bool NoRentExpired(const char* name);