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pp revert
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@@ -597,7 +597,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
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loaditems = database.GetInventory(cid, &m_inv); /* Load Character Inventory */
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database.LoadCharacterBindPoint(cid, &m_pp); /* Load Character Bind */
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database.LoadCharacterMaterial(cid, &m_pp); /* Load Character Material */
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database.LoadCharacterMaterialColor(cid, &m_pp); /* Load Character Material */
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database.LoadCharacterCurrency(cid, &m_pp); /* Load Character Currency into PP */
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database.LoadCharacterData(cid, &m_pp); /* Load Character Data from DB into PP */
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database.GetPlayerInspectMessage(m_pp.name, &m_inspect_message); /* Move to another method when can, this is pointless... */
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+2
-2
@@ -1878,8 +1878,8 @@ void Client::DyeArmor(DyeStruct* dye){
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ItemInst* inst = this->m_inv.GetItem(slot2);
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if(inst){
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uint32 armor_color = (dye->dye[i].rgb.red * 65536) + (dye->dye[i].rgb.green * 256) + (dye->dye[i].rgb.blue);
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inst->SetColor(armor_color);
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database.SaveCharacterMaterialColor(this->CharacterID(), slot2, armor_color);
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inst->SetColor(armor_color);
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database.SaveCharacterMaterialColor(this->CharacterID(), i, armor_color);
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database.SaveInventory(CharacterID(),inst,slot2);
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if(dye->dye[i].rgb.use_tint)
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m_pp.item_tint[i].rgb.use_tint = 0xFF;
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+2
-2
@@ -1151,9 +1151,9 @@ bool ZoneDatabase::SaveCharacterMaterialColor(uint32 character_id, uint32 slot_i
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return true;
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}
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bool ZoneDatabase::LoadCharacterMaterial(uint32 character_id, PlayerProfile_Struct* pp){
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bool ZoneDatabase::LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp){
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std::string query = StringFormat("SELECT slot, blue, green, red, use_tint, color FROM `character_material` WHERE `id` = %u LIMIT 9", character_id);
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auto results = database.QueryDatabase(query); int i = 0; int r = 0;
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auto results = database.QueryDatabase(query); int i = 0; int r = 0;
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for (auto row = results.begin(); row != results.end(); ++row) {
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r = 0;
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i = atoi(row[r]); /* Slot */ r++;
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+1
-1
@@ -266,7 +266,7 @@ public:
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bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterMaterial(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
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/* Character Data Saves */
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bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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