mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-12 22:01:30 +00:00
Pre-purposed clean-up
This commit is contained in:
parent
53a1faa36f
commit
e4be4d6895
@ -124,83 +124,66 @@ struct LDoNTrapTemplate
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/*
|
||||
** Color_Struct
|
||||
** Size: 4 bytes
|
||||
** Used for convenience
|
||||
** Merth: Gave struct a name so gcc 2.96 would compile
|
||||
**
|
||||
*/
|
||||
// All clients translate the character select information to some degree
|
||||
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 Blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 20 Octets
|
||||
*/
|
||||
struct EquipStruct {
|
||||
/*00*/ uint32 material;
|
||||
/*04*/ uint32 unknown1;
|
||||
/*08*/ uint32 elitematerial;
|
||||
/*12*/ uint32 heroforgemodel;
|
||||
/*16*/ uint32 material2; // Same as material?
|
||||
/*20*/
|
||||
struct EquipStruct
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
uint32 HeroForgeModel;
|
||||
uint32 Material2; // Same as material?
|
||||
};
|
||||
|
||||
struct CharSelectEquip {
|
||||
uint32 material;
|
||||
uint32 unknown1;
|
||||
uint32 elitematerial;
|
||||
uint32 heroforgemodel;
|
||||
uint32 material2;
|
||||
Color_Struct color;
|
||||
struct CharSelectEquip
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
uint32 HeroForgeModel;
|
||||
uint32 Material2;
|
||||
Color_Struct Color;
|
||||
};
|
||||
|
||||
/*
|
||||
** Character Selection Struct
|
||||
** Length: 1704 Bytes
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*0000*/ uint32 race[10]; // Characters Race
|
||||
/*0040*/ //Color_Struct cs_colors[10][9]; // Characters Equipment Colors
|
||||
/*0400*/ uint8 beardcolor[10]; // Characters beard Color
|
||||
/*0410*/ uint8 hairstyle[10]; // Characters hair style
|
||||
/*0420*/ //uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
|
||||
/*0000*/ CharSelectEquip equip[10][9];
|
||||
/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
|
||||
/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
|
||||
/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
|
||||
/*0900*/ uint32 drakkin_details[10]; // added for SoF
|
||||
/*0940*/ uint32 deity[10]; // Characters Deity
|
||||
/*0980*/ uint8 gohome[10]; // 1=Go Home available, 0=not
|
||||
/*0990*/ uint8 tutorial[10]; // 1=Tutorial available, 0=not
|
||||
/*1000*/ uint8 beard[10]; // Characters Beard Type
|
||||
/*1010*/ uint8 unknown902[10]; // 10x ff
|
||||
/*1020*/ uint32 primary[10]; // Characters primary IDFile number
|
||||
/*1060*/ uint8 haircolor[10]; // Characters Hair Color
|
||||
/*1070*/ uint8 unknown0962[2]; // 2x 00
|
||||
/*1072*/ uint32 zone[10]; // Characters Current Zone
|
||||
/*1112*/ uint8 class_[10]; // Characters Classes
|
||||
/*1022*/ uint8 face[10]; // Characters Face Type
|
||||
/*1032*/ char name[10][64]; // Characters Names
|
||||
/*1672*/ uint8 gender[10]; // Characters Gender
|
||||
/*1682*/ uint8 eyecolor1[10]; // Characters Eye Color
|
||||
/*1692*/ uint8 eyecolor2[10]; // Characters Eye 2 Color
|
||||
/*1702*/ uint8 level[10]; // Characters Levels
|
||||
/*1712*/
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
uint32 Race[10]; // Characters Race
|
||||
uint8 BeardColor[10]; // Characters beard Color
|
||||
uint8 HairStyle[10]; // Characters hair style
|
||||
CharSelectEquip Equip[10][9];
|
||||
uint32 Secondary[10]; // Characters secondary IDFile number
|
||||
uint32 DrakkinHeritage[10]; // added for SoF
|
||||
uint32 DrakkinTattoo[10]; // added for SoF
|
||||
uint32 DrakkinDetails[10]; // added for SoF
|
||||
uint32 Deity[10]; // Characters Deity
|
||||
uint8 GoHome[10]; // 1=Go Home available, 0=not
|
||||
uint8 Tutorial[10]; // 1=Tutorial available, 0=not
|
||||
uint8 Beard[10]; // Characters Beard Type
|
||||
uint8 Unknown902[10]; // 10x ff
|
||||
uint32 Primary[10]; // Characters primary IDFile number
|
||||
uint8 HairColor[10]; // Characters Hair Color
|
||||
uint8 Unknown0962[2]; // 2x 00
|
||||
uint32 Zone[10]; // Characters Current Zone
|
||||
uint8 Class_[10]; // Characters Classes
|
||||
uint8 Face[10]; // Characters Face Type
|
||||
char Name[10][64]; // Characters Names
|
||||
uint8 Gender[10]; // Characters Gender
|
||||
uint8 EyeColor1[10]; // Characters Eye Color
|
||||
uint8 EyeColor2[10]; // Characters Eye 2 Color
|
||||
uint8 Level[10]; // Characters Levels
|
||||
};
|
||||
|
||||
/*
|
||||
|
||||
@ -2043,7 +2043,7 @@ namespace RoF
|
||||
|
||||
for (int r = 0; r < 7; r++)
|
||||
{
|
||||
outapp->WriteUInt32(emu->item_tint[r].color);
|
||||
outapp->WriteUInt32(emu->item_tint[r].Color);
|
||||
}
|
||||
// Write zeroes for extra two tint values
|
||||
outapp->WriteUInt32(0);
|
||||
@ -2053,7 +2053,7 @@ namespace RoF
|
||||
|
||||
for (int r = 0; r < 7; r++)
|
||||
{
|
||||
outapp->WriteUInt32(emu->item_tint[r].color);
|
||||
outapp->WriteUInt32(emu->item_tint[r].Color);
|
||||
}
|
||||
// Write zeroes for extra two tint values
|
||||
outapp->WriteUInt32(0);
|
||||
@ -2906,11 +2906,11 @@ namespace RoF
|
||||
int char_count;
|
||||
int namelen = 0;
|
||||
for (char_count = 0; char_count < 10; char_count++) {
|
||||
if (emu->name[char_count][0] == '\0')
|
||||
if (emu->Name[char_count][0] == '\0')
|
||||
break;
|
||||
if (strcmp(emu->name[char_count], "<none>") == 0)
|
||||
if (strcmp(emu->Name[char_count], "<none>") == 0)
|
||||
break;
|
||||
namelen += strlen(emu->name[char_count]);
|
||||
namelen += strlen(emu->Name[char_count]);
|
||||
}
|
||||
|
||||
int total_length = sizeof(structs::CharacterSelect_Struct)
|
||||
@ -2922,58 +2922,58 @@ namespace RoF
|
||||
//unsigned char *eq_buffer = new unsigned char[total_length];
|
||||
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
|
||||
|
||||
eq->char_count = char_count;
|
||||
eq->CharCount = char_count;
|
||||
//eq->total_chars = 10;
|
||||
|
||||
unsigned char *bufptr = (unsigned char *)eq->entries;
|
||||
unsigned char *bufptr = (unsigned char *)eq->Entries;
|
||||
int r;
|
||||
for (r = 0; r < char_count; r++) {
|
||||
{ //pre-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
|
||||
memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
|
||||
}
|
||||
//adjust for name.
|
||||
bufptr += strlen(emu->name[r]);
|
||||
bufptr += strlen(emu->Name[r]);
|
||||
{ //post-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->class_ = emu->class_[r];
|
||||
eq2->race = emu->race[r];
|
||||
eq2->level = emu->level[r];
|
||||
eq2->class_2 = emu->class_[r];
|
||||
eq2->race2 = emu->race[r];
|
||||
eq2->zone = emu->zone[r];
|
||||
eq2->instance = 0;
|
||||
eq2->gender = emu->gender[r];
|
||||
eq2->face = emu->face[r];
|
||||
eq2->Class_ = emu->Class_[r];
|
||||
eq2->Race = emu->Race[r];
|
||||
eq2->Level = emu->Level[r];
|
||||
eq2->Class_2 = emu->Class_[r];
|
||||
eq2->Race2 = emu->Race[r];
|
||||
eq2->Zone = emu->Zone[r];
|
||||
eq2->Instance = 0;
|
||||
eq2->Gender = emu->Gender[r];
|
||||
eq2->Face = emu->Face[r];
|
||||
int k;
|
||||
for (k = 0; k < _MaterialCount; k++) {
|
||||
eq2->equip[k].material = emu->equip[r][k].material;
|
||||
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||
eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
|
||||
eq2->equip[k].material2 = emu->equip[r][k].material2;
|
||||
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||
eq2->Equip[k].Material = emu->Equip[r][k].Material;
|
||||
eq2->Equip[k].Unknown1 = emu->Equip[r][k].Unknown1;
|
||||
eq2->Equip[k].EliteMaterial = emu->Equip[r][k].EliteMaterial;
|
||||
eq2->Equip[k].HeroForgeModel = emu->Equip[r][k].HeroForgeModel;
|
||||
eq2->Equip[k].Material2 = emu->Equip[r][k].Material2;
|
||||
eq2->Equip[k].Color.Color = emu->Equip[r][k].Color.Color;
|
||||
}
|
||||
eq2->u15 = 0xff;
|
||||
eq2->u19 = 0xFF;
|
||||
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
|
||||
eq2->drakkin_details = emu->drakkin_details[r];
|
||||
eq2->deity = emu->deity[r];
|
||||
eq2->primary = emu->primary[r];
|
||||
eq2->secondary = emu->secondary[r];
|
||||
eq2->haircolor = emu->haircolor[r];
|
||||
eq2->beardcolor = emu->beardcolor[r];
|
||||
eq2->eyecolor1 = emu->eyecolor1[r];
|
||||
eq2->eyecolor2 = emu->eyecolor2[r];
|
||||
eq2->hairstyle = emu->hairstyle[r];
|
||||
eq2->beard = emu->beard[r];
|
||||
eq2->char_enabled = 1;
|
||||
eq2->tutorial = emu->tutorial[r];
|
||||
eq2->drakkin_heritage = emu->drakkin_heritage[r];
|
||||
eq2->unknown1 = 0;
|
||||
eq2->gohome = emu->gohome[r];
|
||||
eq2->Unknown15 = 0xFF;
|
||||
eq2->Uknown19 = 0xFF;
|
||||
eq2->DrakkinTattoo = emu->DrakkinTattoo[r];
|
||||
eq2->DrakkinDetails = emu->DrakkinDetails[r];
|
||||
eq2->Deity = emu->Deity[r];
|
||||
eq2->Primary = emu->Primary[r];
|
||||
eq2->Secondary = emu->Secondary[r];
|
||||
eq2->HairColor = emu->HairColor[r];
|
||||
eq2->BeardColor = emu->BeardColor[r];
|
||||
eq2->EyeColor1 = emu->EyeColor1[r];
|
||||
eq2->EyeColor2 = emu->EyeColor2[r];
|
||||
eq2->HairStyle = emu->HairStyle[r];
|
||||
eq2->Beard = emu->Beard[r];
|
||||
eq2->CharEnabled = 1;
|
||||
eq2->Tutorial = emu->Tutorial[r];
|
||||
eq2->DrakkinHeritage = emu->DrakkinHeritage[r];
|
||||
eq2->Unknown1 = 0;
|
||||
eq2->GoHome = emu->GoHome[r];
|
||||
eq2->LastLogin = 1212696584;
|
||||
eq2->unknown2 = 0;
|
||||
eq2->Unknown2 = 0;
|
||||
}
|
||||
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
|
||||
}
|
||||
@ -3639,7 +3639,7 @@ namespace RoF
|
||||
OUT(elite_material);
|
||||
OUT(hero_forge_model);
|
||||
OUT(unknown18);
|
||||
OUT(color.color);
|
||||
OUT(color.Color);
|
||||
OUT(wear_slot_id);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -3950,18 +3950,18 @@ namespace RoF
|
||||
for (k = 0; k < 9; ++k)
|
||||
{
|
||||
{
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].color);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].Color);
|
||||
}
|
||||
}
|
||||
|
||||
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
||||
|
||||
for (k = 0; k < 9; k++) {
|
||||
Equipment[k].material = emu->equipment[k].material;
|
||||
Equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||
Equipment[k].heroforgemodel = emu->equipment[k].heroforgemodel;
|
||||
Equipment[k].material2 = emu->equipment[k].material2;
|
||||
Equipment[k].Material = emu->equipment[k].Material;
|
||||
Equipment[k].Unknown1 = emu->equipment[k].Unknown1;
|
||||
Equipment[k].EliteMaterial = emu->equipment[k].EliteMaterial;
|
||||
Equipment[k].HeroForgeModel = emu->equipment[k].HeroForgeModel;
|
||||
Equipment[k].Material2 = emu->equipment[k].Material2;
|
||||
}
|
||||
|
||||
Buffer += (sizeof(structs::EquipStruct) * 9);
|
||||
@ -3974,13 +3974,13 @@ namespace RoF
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
@ -2118,7 +2118,7 @@ namespace RoF2
|
||||
|
||||
for (int r = 0; r < 7; r++)
|
||||
{
|
||||
outapp->WriteUInt32(emu->item_tint[r].color);
|
||||
outapp->WriteUInt32(emu->item_tint[r].Color);
|
||||
}
|
||||
// Write zeroes for extra two tint values
|
||||
outapp->WriteUInt32(0);
|
||||
@ -2128,7 +2128,7 @@ namespace RoF2
|
||||
|
||||
for (int r = 0; r < 7; r++)
|
||||
{
|
||||
outapp->WriteUInt32(emu->item_tint[r].color);
|
||||
outapp->WriteUInt32(emu->item_tint[r].Color);
|
||||
}
|
||||
// Write zeroes for extra two tint values
|
||||
outapp->WriteUInt32(0);
|
||||
@ -2990,11 +2990,11 @@ namespace RoF2
|
||||
int char_count;
|
||||
int namelen = 0;
|
||||
for (char_count = 0; char_count < 10; char_count++) {
|
||||
if (emu->name[char_count][0] == '\0')
|
||||
if (emu->Name[char_count][0] == '\0')
|
||||
break;
|
||||
if (strcmp(emu->name[char_count], "<none>") == 0)
|
||||
if (strcmp(emu->Name[char_count], "<none>") == 0)
|
||||
break;
|
||||
namelen += strlen(emu->name[char_count]);
|
||||
namelen += strlen(emu->Name[char_count]);
|
||||
}
|
||||
|
||||
int total_length = sizeof(structs::CharacterSelect_Struct)
|
||||
@ -3006,58 +3006,58 @@ namespace RoF2
|
||||
//unsigned char *eq_buffer = new unsigned char[total_length];
|
||||
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
|
||||
|
||||
eq->char_count = char_count;
|
||||
eq->CharCount = char_count;
|
||||
//eq->total_chars = 10;
|
||||
|
||||
unsigned char *bufptr = (unsigned char *)eq->entries;
|
||||
unsigned char *bufptr = (unsigned char *)eq->Entries;
|
||||
int r;
|
||||
for (r = 0; r < char_count; r++) {
|
||||
{ //pre-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
|
||||
memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
|
||||
}
|
||||
//adjust for name.
|
||||
bufptr += strlen(emu->name[r]);
|
||||
bufptr += strlen(emu->Name[r]);
|
||||
{ //post-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->class_ = emu->class_[r];
|
||||
eq2->race = emu->race[r];
|
||||
eq2->level = emu->level[r];
|
||||
eq2->class_2 = emu->class_[r];
|
||||
eq2->race2 = emu->race[r];
|
||||
eq2->zone = emu->zone[r];
|
||||
eq2->instance = 0;
|
||||
eq2->gender = emu->gender[r];
|
||||
eq2->face = emu->face[r];
|
||||
eq2->Class_ = emu->Class_[r];
|
||||
eq2->Race = emu->Race[r];
|
||||
eq2->Level = emu->Level[r];
|
||||
eq2->Class_2 = emu->Class_[r];
|
||||
eq2->Race2 = emu->Race[r];
|
||||
eq2->Zone = emu->Zone[r];
|
||||
eq2->Instance = 0;
|
||||
eq2->Gender = emu->Gender[r];
|
||||
eq2->Face = emu->Face[r];
|
||||
int k;
|
||||
for (k = 0; k < _MaterialCount; k++) {
|
||||
eq2->equip[k].material = emu->equip[r][k].material;
|
||||
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||
eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
|
||||
eq2->equip[k].material2 = emu->equip[r][k].material2;
|
||||
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||
eq2->Equip[k].Material = emu->Equip[r][k].Material;
|
||||
eq2->Equip[k].Unknown1 = emu->Equip[r][k].Unknown1;
|
||||
eq2->Equip[k].EliteMaterial = emu->Equip[r][k].EliteMaterial;
|
||||
eq2->Equip[k].HeroForgeModel = emu->Equip[r][k].HeroForgeModel;
|
||||
eq2->Equip[k].Material2 = emu->Equip[r][k].Material2;
|
||||
eq2->Equip[k].Color.Color = emu->Equip[r][k].Color.Color;
|
||||
}
|
||||
eq2->u15 = 0xff;
|
||||
eq2->u19 = 0xFF;
|
||||
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
|
||||
eq2->drakkin_details = emu->drakkin_details[r];
|
||||
eq2->deity = emu->deity[r];
|
||||
eq2->primary = emu->primary[r];
|
||||
eq2->secondary = emu->secondary[r];
|
||||
eq2->haircolor = emu->haircolor[r];
|
||||
eq2->beardcolor = emu->beardcolor[r];
|
||||
eq2->eyecolor1 = emu->eyecolor1[r];
|
||||
eq2->eyecolor2 = emu->eyecolor2[r];
|
||||
eq2->hairstyle = emu->hairstyle[r];
|
||||
eq2->beard = emu->beard[r];
|
||||
eq2->char_enabled = 1;
|
||||
eq2->tutorial = emu->tutorial[r];
|
||||
eq2->drakkin_heritage = emu->drakkin_heritage[r];
|
||||
eq2->unknown1 = 0;
|
||||
eq2->gohome = emu->gohome[r];
|
||||
eq2->Unknown15 = 0xFF;
|
||||
eq2->Unknown19 = 0xFF;
|
||||
eq2->DrakkinTattoo = emu->DrakkinTattoo[r];
|
||||
eq2->DrakkinDetails = emu->DrakkinDetails[r];
|
||||
eq2->Deity = emu->Deity[r];
|
||||
eq2->Primary = emu->Primary[r];
|
||||
eq2->Secondary = emu->Secondary[r];
|
||||
eq2->HairColor = emu->HairColor[r];
|
||||
eq2->BeardColor = emu->BeardColor[r];
|
||||
eq2->EyeColor1 = emu->EyeColor1[r];
|
||||
eq2->EyeColor2 = emu->EyeColor2[r];
|
||||
eq2->HairStyle = emu->HairStyle[r];
|
||||
eq2->Beard = emu->Beard[r];
|
||||
eq2->CharEnabled = 1;
|
||||
eq2->Tutorial = emu->Tutorial[r];
|
||||
eq2->DrakkinHeritage = emu->DrakkinHeritage[r];
|
||||
eq2->Unknown1 = 0;
|
||||
eq2->GoHome = emu->GoHome[r];
|
||||
eq2->LastLogin = 1212696584;
|
||||
eq2->unknown2 = 0;
|
||||
eq2->Unknown2 = 0;
|
||||
}
|
||||
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
|
||||
}
|
||||
@ -3763,7 +3763,7 @@ namespace RoF2
|
||||
OUT(elite_material);
|
||||
OUT(hero_forge_model);
|
||||
OUT(unknown18);
|
||||
OUT(color.color);
|
||||
OUT(color.Color);
|
||||
OUT(wear_slot_id);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -4078,18 +4078,18 @@ namespace RoF2
|
||||
for (k = 0; k < 9; ++k)
|
||||
{
|
||||
{
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].color);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].Color);
|
||||
}
|
||||
}
|
||||
|
||||
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
||||
|
||||
for (k = 0; k < 9; k++) {
|
||||
Equipment[k].material = emu->equipment[k].material;
|
||||
Equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||
Equipment[k].heroforgemodel = emu->equipment[k].heroforgemodel;
|
||||
Equipment[k].material2 = emu->equipment[k].material2;
|
||||
Equipment[k].Material = emu->equipment[k].Material;
|
||||
Equipment[k].Unknown1 = emu->equipment[k].Unknown1;
|
||||
Equipment[k].EliteMaterial = emu->equipment[k].EliteMaterial;
|
||||
Equipment[k].HeroForgeModel = emu->equipment[k].HeroForgeModel;
|
||||
Equipment[k].Material2 = emu->equipment[k].Material2;
|
||||
}
|
||||
|
||||
Buffer += (sizeof(structs::EquipStruct) * 9);
|
||||
@ -4102,13 +4102,13 @@ namespace RoF2
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
@ -142,84 +142,87 @@ struct AdventureInfo {
|
||||
*/
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 Blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 20 Octets
|
||||
*/
|
||||
struct EquipStruct {
|
||||
/*00*/ uint32 material;
|
||||
/*04*/ uint32 unknown1;
|
||||
/*08*/ uint32 elitematerial;
|
||||
/*12*/ uint32 heroforgemodel;
|
||||
/*16*/ uint32 material2; // Same as material?
|
||||
/*20*/
|
||||
struct CharSelectEquip
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
uint32 HeroForgeModel;
|
||||
uint32 Material2;
|
||||
Color_Struct Color;
|
||||
};
|
||||
|
||||
struct CharSelectEquip {
|
||||
uint32 material;
|
||||
uint32 unknown1;
|
||||
uint32 elitematerial;
|
||||
uint32 heroforgemodel;
|
||||
uint32 material2;
|
||||
Color_Struct color;
|
||||
};
|
||||
|
||||
struct CharacterSelectEntry_Struct {
|
||||
/*0000*/ char name[1]; // Name null terminated
|
||||
/*0000*/ uint8 class_;
|
||||
/*0000*/ uint32 race;
|
||||
/*0000*/ uint8 level;
|
||||
/*0000*/ uint8 class_2;
|
||||
/*0000*/ uint32 race2;
|
||||
/*0000*/ uint16 zone;
|
||||
/*0000*/ uint16 instance;
|
||||
/*0000*/ uint8 gender;
|
||||
/*0000*/ uint8 face;
|
||||
/*0000*/ CharSelectEquip equip[9];
|
||||
/*0000*/ uint8 u15; // Seen FF
|
||||
/*0000*/ uint8 u19; // Seen FF
|
||||
/*0000*/ uint32 drakkin_tattoo;
|
||||
/*0000*/ uint32 drakkin_details;
|
||||
/*0000*/ uint32 deity;
|
||||
/*0000*/ uint32 primary;
|
||||
/*0000*/ uint32 secondary;
|
||||
/*0000*/ uint8 haircolor;
|
||||
/*0000*/ uint8 beardcolor;
|
||||
/*0000*/ uint8 eyecolor1;
|
||||
/*0000*/ uint8 eyecolor2;
|
||||
/*0000*/ uint8 hairstyle;
|
||||
/*0000*/ uint8 beard;
|
||||
/*0000*/ uint8 char_enabled;
|
||||
/*0000*/ uint8 tutorial; // Seen 1 for new char or 0 for existing
|
||||
/*0000*/ uint32 drakkin_heritage;
|
||||
/*0000*/ uint8 unknown1; // Seen 0
|
||||
/*0000*/ uint8 gohome; // Seen 0 for new char and 1 for existing
|
||||
struct CharacterSelectEntry_Struct
|
||||
{
|
||||
/*0000*/ char Name[1]; // Name null terminated
|
||||
/*0000*/ uint8 Class_;
|
||||
/*0000*/ uint32 Race;
|
||||
/*0000*/ uint8 Level;
|
||||
/*0000*/ uint8 Class_2;
|
||||
/*0000*/ uint32 Race2;
|
||||
/*0000*/ uint16 Zone;
|
||||
/*0000*/ uint16 Instance;
|
||||
/*0000*/ uint8 Gender;
|
||||
/*0000*/ uint8 Face;
|
||||
/*0000*/ CharSelectEquip Equip[9];
|
||||
/*0000*/ uint8 Unknown15; // Seen FF
|
||||
/*0000*/ uint8 Unknown19; // Seen FF
|
||||
/*0000*/ uint32 DrakkinTattoo;
|
||||
/*0000*/ uint32 DrakkinDetails;
|
||||
/*0000*/ uint32 Deity;
|
||||
/*0000*/ uint32 Primary;
|
||||
/*0000*/ uint32 Secondary;
|
||||
/*0000*/ uint8 HairColor;
|
||||
/*0000*/ uint8 BeardColor;
|
||||
/*0000*/ uint8 EyeColor1;
|
||||
/*0000*/ uint8 EyeColor2;
|
||||
/*0000*/ uint8 HairStyle;
|
||||
/*0000*/ uint8 Beard;
|
||||
/*0000*/ uint8 CharEnabled;
|
||||
/*0000*/ uint8 Tutorial; // Seen 1 for new char or 0 for existing
|
||||
/*0000*/ uint32 DrakkinHeritage;
|
||||
/*0000*/ uint8 Unknown1; // Seen 0
|
||||
/*0000*/ uint8 GoHome; // Seen 0 for new char and 1 for existing
|
||||
/*0000*/ uint32 LastLogin;
|
||||
/*0000*/ uint8 unknown2; // Seen 0
|
||||
/*0000*/ uint8 Unknown2; // Seen 0
|
||||
};
|
||||
|
||||
/*
|
||||
** Character Selection Struct
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*000*/ uint32 char_count; //number of chars in this packet
|
||||
/*004*/ CharacterSelectEntry_Struct entries[0];
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
/*000*/ uint32 CharCount; //number of chars in this packet
|
||||
/*004*/ CharacterSelectEntry_Struct Entries[0];
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 20 Octets
|
||||
*/
|
||||
struct EquipStruct
|
||||
{
|
||||
/*00*/ uint32 Material;
|
||||
/*04*/ uint32 Unknown1;
|
||||
/*08*/ uint32 EliteMaterial;
|
||||
/*12*/ uint32 HeroForgeModel;
|
||||
/*16*/ uint32 Material2; // Same as material?
|
||||
/*20*/
|
||||
};
|
||||
|
||||
|
||||
struct Membership_Entry_Struct
|
||||
{
|
||||
/*000*/ uint32 purchase_id; // Seen 1, then increments 90287 to 90300
|
||||
|
||||
@ -142,71 +142,87 @@ struct AdventureInfo {
|
||||
*/
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 Blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
struct CharSelectEquip {
|
||||
uint32 material;
|
||||
uint32 unknown1;
|
||||
uint32 elitematerial;
|
||||
uint32 heroforgemodel;
|
||||
uint32 material2;
|
||||
Color_Struct color;
|
||||
struct CharSelectEquip
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
uint32 HeroForgeModel;
|
||||
uint32 Material2;
|
||||
Color_Struct Color;
|
||||
};
|
||||
|
||||
struct CharacterSelectEntry_Struct {
|
||||
/*0000*/ char name[1]; // Name null terminated
|
||||
/*0000*/ uint8 class_;
|
||||
/*0000*/ uint32 race;
|
||||
/*0000*/ uint8 level;
|
||||
/*0000*/ uint8 class_2;
|
||||
/*0000*/ uint32 race2;
|
||||
/*0000*/ uint16 zone;
|
||||
/*0000*/ uint16 instance;
|
||||
/*0000*/ uint8 gender;
|
||||
/*0000*/ uint8 face;
|
||||
/*0000*/ CharSelectEquip equip[9];
|
||||
/*0000*/ uint8 u15; // Seen FF
|
||||
/*0000*/ uint8 u19; // Seen FF
|
||||
/*0000*/ uint32 drakkin_tattoo;
|
||||
/*0000*/ uint32 drakkin_details;
|
||||
/*0000*/ uint32 deity;
|
||||
/*0000*/ uint32 primary;
|
||||
/*0000*/ uint32 secondary;
|
||||
/*0000*/ uint8 haircolor;
|
||||
/*0000*/ uint8 beardcolor;
|
||||
/*0000*/ uint8 eyecolor1;
|
||||
/*0000*/ uint8 eyecolor2;
|
||||
/*0000*/ uint8 hairstyle;
|
||||
/*0000*/ uint8 beard;
|
||||
/*0000*/ uint8 char_enabled;
|
||||
/*0000*/ uint8 tutorial; // Seen 1 for new char or 0 for existing
|
||||
/*0000*/ uint32 drakkin_heritage;
|
||||
/*0000*/ uint8 unknown1; // Seen 0
|
||||
/*0000*/ uint8 gohome; // Seen 0 for new char and 1 for existing
|
||||
struct CharacterSelectEntry_Struct
|
||||
{
|
||||
/*0000*/ char Name[1]; // Name null terminated
|
||||
/*0000*/ uint8 Class_;
|
||||
/*0000*/ uint32 Race;
|
||||
/*0000*/ uint8 Level;
|
||||
/*0000*/ uint8 Class_2;
|
||||
/*0000*/ uint32 Race2;
|
||||
/*0000*/ uint16 Zone;
|
||||
/*0000*/ uint16 Instance;
|
||||
/*0000*/ uint8 Gender;
|
||||
/*0000*/ uint8 Face;
|
||||
/*0000*/ CharSelectEquip Equip[9];
|
||||
/*0000*/ uint8 Unknown15; // Seen FF
|
||||
/*0000*/ uint8 Uknown19; // Seen FF
|
||||
/*0000*/ uint32 DrakkinTattoo;
|
||||
/*0000*/ uint32 DrakkinDetails;
|
||||
/*0000*/ uint32 Deity;
|
||||
/*0000*/ uint32 Primary;
|
||||
/*0000*/ uint32 Secondary;
|
||||
/*0000*/ uint8 HairColor;
|
||||
/*0000*/ uint8 BeardColor;
|
||||
/*0000*/ uint8 EyeColor1;
|
||||
/*0000*/ uint8 EyeColor2;
|
||||
/*0000*/ uint8 HairStyle;
|
||||
/*0000*/ uint8 Beard;
|
||||
/*0000*/ uint8 CharEnabled;
|
||||
/*0000*/ uint8 Tutorial; // Seen 1 for new char or 0 for existing
|
||||
/*0000*/ uint32 DrakkinHeritage;
|
||||
/*0000*/ uint8 Unknown1; // Seen 0
|
||||
/*0000*/ uint8 GoHome; // Seen 0 for new char and 1 for existing
|
||||
/*0000*/ uint32 LastLogin;
|
||||
/*0000*/ uint8 unknown2; // Seen 0
|
||||
/*0000*/ uint8 Unknown2; // Seen 0
|
||||
};
|
||||
|
||||
/*
|
||||
** Character Selection Struct
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*000*/ uint32 char_count; //number of chars in this packet
|
||||
/*004*/ CharacterSelectEntry_Struct entries[0];
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
/*000*/ uint32 CharCount; //number of chars in this packet
|
||||
/*004*/ CharacterSelectEntry_Struct Entries[0];
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 20 Octets
|
||||
*/
|
||||
struct EquipStruct
|
||||
{
|
||||
/*00*/ uint32 Material;
|
||||
/*04*/ uint32 Unknown1;
|
||||
/*08*/ uint32 EliteMaterial;
|
||||
/*12*/ uint32 HeroForgeModel;
|
||||
/*16*/ uint32 Material2; // Same as material?
|
||||
/*20*/
|
||||
};
|
||||
|
||||
|
||||
struct Membership_Entry_Struct
|
||||
{
|
||||
/*000*/ uint32 purchase_id; // Seen 1, then increments 90287 to 90300
|
||||
@ -247,20 +263,6 @@ struct Membership_Struct
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 20 Octets
|
||||
*/
|
||||
struct EquipStruct {
|
||||
/*00*/ uint32 material;
|
||||
/*04*/ uint32 unknown1;
|
||||
/*08*/ uint32 elitematerial;
|
||||
/*12*/ uint32 heroforgemodel;
|
||||
/*16*/ uint32 material2; // Same as material?
|
||||
/*20*/
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
** Generic Spawn Struct
|
||||
** Length: 897 Octets
|
||||
|
||||
@ -1542,13 +1542,13 @@ namespace SoD
|
||||
OUT(beard);
|
||||
// OUT(unknown00178[10]);
|
||||
for (r = 0; r < 9; r++) {
|
||||
eq->equipment[r].material = emu->item_material[r];
|
||||
eq->equipment[r].unknown1 = 0;
|
||||
eq->equipment[r].elitematerial = 0;
|
||||
eq->equipment[r].Material = emu->item_material[r];
|
||||
eq->equipment[r].Unknown1 = 0;
|
||||
eq->equipment[r].EliteMaterial = 0;
|
||||
//eq->colors[r].color = emu->colors[r].color;
|
||||
}
|
||||
for (r = 0; r < 7; r++) {
|
||||
OUT(item_tint[r].color);
|
||||
OUT(item_tint[r].Color);
|
||||
}
|
||||
// OUT(unknown00224[48]);
|
||||
//NOTE: new client supports 300 AAs, our internal rep/PP
|
||||
@ -1920,11 +1920,11 @@ namespace SoD
|
||||
int char_count;
|
||||
int namelen = 0;
|
||||
for (char_count = 0; char_count < 10; char_count++) {
|
||||
if (emu->name[char_count][0] == '\0')
|
||||
if (emu->Name[char_count][0] == '\0')
|
||||
break;
|
||||
if (strcmp(emu->name[char_count], "<none>") == 0)
|
||||
if (strcmp(emu->Name[char_count], "<none>") == 0)
|
||||
break;
|
||||
namelen += strlen(emu->name[char_count]);
|
||||
namelen += strlen(emu->Name[char_count]);
|
||||
}
|
||||
|
||||
int total_length = sizeof(structs::CharacterSelect_Struct)
|
||||
@ -1936,49 +1936,49 @@ namespace SoD
|
||||
//unsigned char *eq_buffer = new unsigned char[total_length];
|
||||
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
|
||||
|
||||
eq->char_count = char_count;
|
||||
eq->total_chars = 10;
|
||||
eq->CharCount = char_count;
|
||||
eq->TotalChars = 10;
|
||||
|
||||
unsigned char *bufptr = (unsigned char *)eq->entries;
|
||||
unsigned char *bufptr = (unsigned char *)eq->Entries;
|
||||
int r;
|
||||
for (r = 0; r < char_count; r++) {
|
||||
{ //pre-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->level = emu->level[r];
|
||||
eq2->hairstyle = emu->hairstyle[r];
|
||||
eq2->gender = emu->gender[r];
|
||||
memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
|
||||
eq2->Level = emu->Level[r];
|
||||
eq2->HairStyle = emu->HairStyle[r];
|
||||
eq2->Gender = emu->Gender[r];
|
||||
memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
|
||||
}
|
||||
//adjust for name.
|
||||
bufptr += strlen(emu->name[r]);
|
||||
bufptr += strlen(emu->Name[r]);
|
||||
{ //post-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->beard = emu->beard[r];
|
||||
eq2->haircolor = emu->haircolor[r];
|
||||
eq2->face = emu->face[r];
|
||||
eq2->Beard = emu->Beard[r];
|
||||
eq2->HairColor = emu->HairColor[r];
|
||||
eq2->Face = emu->Face[r];
|
||||
int k;
|
||||
for (k = 0; k < _MaterialCount; k++) {
|
||||
eq2->equip[k].material = emu->equip[r][k].material;
|
||||
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||
eq2->Equip[k].Material = emu->Equip[r][k].Material;
|
||||
eq2->Equip[k].Unknown1 = emu->Equip[r][k].Unknown1;
|
||||
eq2->Equip[k].EliteMaterial = emu->Equip[r][k].EliteMaterial;
|
||||
eq2->Equip[k].Color.Color = emu->Equip[r][k].Color.Color;
|
||||
}
|
||||
eq2->primary = emu->primary[r];
|
||||
eq2->secondary = emu->secondary[r];
|
||||
eq2->tutorial = emu->tutorial[r]; // was u15
|
||||
eq2->u15 = 0xff;
|
||||
eq2->deity = emu->deity[r];
|
||||
eq2->zone = emu->zone[r];
|
||||
eq2->u19 = 0xFF;
|
||||
eq2->race = emu->race[r];
|
||||
eq2->gohome = emu->gohome[r];
|
||||
eq2->class_ = emu->class_[r];
|
||||
eq2->eyecolor1 = emu->eyecolor1[r];
|
||||
eq2->beardcolor = emu->beardcolor[r];
|
||||
eq2->eyecolor2 = emu->eyecolor2[r];
|
||||
eq2->drakkin_heritage = emu->drakkin_heritage[r];
|
||||
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
|
||||
eq2->drakkin_details = emu->drakkin_details[r];
|
||||
eq2->Primary = emu->Primary[r];
|
||||
eq2->Secondary = emu->Secondary[r];
|
||||
eq2->Tutorial = emu->Tutorial[r]; // was u15
|
||||
eq2->Unknown15 = 0xFF;
|
||||
eq2->Deity = emu->Deity[r];
|
||||
eq2->Zone = emu->Zone[r];
|
||||
eq2->Unknown19 = 0xFF;
|
||||
eq2->Race = emu->Race[r];
|
||||
eq2->GoHome = emu->GoHome[r];
|
||||
eq2->Class_ = emu->Class_[r];
|
||||
eq2->EyeColor1 = emu->EyeColor1[r];
|
||||
eq2->BeardColor = emu->BeardColor[r];
|
||||
eq2->EyeColor2 = emu->EyeColor2[r];
|
||||
eq2->DrakkinHeritage = emu->DrakkinHeritage[r];
|
||||
eq2->DrakkinTattoo = emu->DrakkinTattoo[r];
|
||||
eq2->DrakkinDetails = emu->DrakkinDetails[r];
|
||||
}
|
||||
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
|
||||
}
|
||||
@ -2375,7 +2375,7 @@ namespace SoD
|
||||
OUT(material);
|
||||
OUT(unknown06);
|
||||
OUT(elite_material);
|
||||
OUT(color.color);
|
||||
OUT(color.Color);
|
||||
OUT(wear_slot_id);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -2743,7 +2743,7 @@ namespace SoD
|
||||
for (k = 0; k < 9; ++k)
|
||||
{
|
||||
{
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].color);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].Color);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2753,11 +2753,11 @@ namespace SoD
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
}
|
||||
@ -2768,9 +2768,9 @@ namespace SoD
|
||||
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
||||
|
||||
for (k = 0; k < 9; k++) {
|
||||
Equipment[k].material = emu->equipment[k].material;
|
||||
Equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||
Equipment[k].Material = emu->equipment[k].Material;
|
||||
Equipment[k].Unknown1 = emu->equipment[k].Unknown1;
|
||||
Equipment[k].EliteMaterial = emu->equipment[k].EliteMaterial;
|
||||
}
|
||||
|
||||
Buffer += (sizeof(structs::EquipStruct) * 9);
|
||||
@ -3485,7 +3485,7 @@ namespace SoD
|
||||
IN(material);
|
||||
IN(unknown06);
|
||||
IN(elite_material);
|
||||
IN(color.color);
|
||||
IN(color.Color);
|
||||
IN(wear_slot_id);
|
||||
emu->hero_forge_model = 0;
|
||||
emu->unknown18 = 0;
|
||||
|
||||
@ -103,54 +103,53 @@ struct AdventureInfo {
|
||||
*/
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 Blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
struct CharSelectEquip {
|
||||
//totally guessed;
|
||||
uint32 material;
|
||||
uint32 unknown1;
|
||||
uint32 elitematerial;
|
||||
Color_Struct color;
|
||||
struct CharSelectEquip
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
Color_Struct Color;
|
||||
};
|
||||
|
||||
struct CharacterSelectEntry_Struct {
|
||||
/*0000*/ uint8 level; //
|
||||
/*0000*/ uint8 hairstyle; //
|
||||
/*0002*/ uint8 gender; //
|
||||
/*0003*/ char name[1]; //variable length, edi+0
|
||||
/*0000*/ uint8 beard; //
|
||||
/*0001*/ uint8 haircolor; //
|
||||
/*0000*/ uint8 face; //
|
||||
/*0000*/ CharSelectEquip equip[9];
|
||||
/*0000*/ uint32 primary; //
|
||||
/*0000*/ uint32 secondary; //
|
||||
/*0000*/ uint8 u15; // 0xff
|
||||
/*0000*/ uint32 deity; //
|
||||
/*0000*/ uint16 zone; //
|
||||
/*0000*/ uint16 instance;
|
||||
/*0000*/ uint8 gohome; //
|
||||
/*0000*/ uint8 u19; // 0xff
|
||||
/*0000*/ uint32 race; //
|
||||
/*0000*/ uint8 tutorial; //
|
||||
/*0000*/ uint8 class_; //
|
||||
/*0000*/ uint8 eyecolor1; //
|
||||
/*0000*/ uint8 beardcolor; //
|
||||
/*0000*/ uint8 eyecolor2; //
|
||||
/*0000*/ uint32 drakkin_heritage; // Drakkin Heritage
|
||||
/*0000*/ uint32 drakkin_tattoo; // Drakkin Tattoo
|
||||
/*0000*/ uint32 drakkin_details; // Drakkin Details (Facial Spikes)
|
||||
/*0000*/ uint8 unknown; // New field to SoD
|
||||
struct CharacterSelectEntry_Struct
|
||||
{
|
||||
/*0000*/ uint8 Level; //
|
||||
/*0000*/ uint8 HairStyle; //
|
||||
/*0002*/ uint8 Gender; //
|
||||
/*0003*/ char Name[1]; // variable length, edi+0
|
||||
/*0000*/ uint8 Beard; //
|
||||
/*0001*/ uint8 HairColor; //
|
||||
/*0000*/ uint8 Face; //
|
||||
/*0000*/ CharSelectEquip Equip[9];
|
||||
/*0000*/ uint32 Primary; //
|
||||
/*0000*/ uint32 Secondary; //
|
||||
/*0000*/ uint8 Unknown15; // 0xff
|
||||
/*0000*/ uint32 Deity; //
|
||||
/*0000*/ uint16 Zone; //
|
||||
/*0000*/ uint16 Instance;
|
||||
/*0000*/ uint8 GoHome; //
|
||||
/*0000*/ uint8 Unknown19; // 0xff
|
||||
/*0000*/ uint32 Race; //
|
||||
/*0000*/ uint8 Tutorial; //
|
||||
/*0000*/ uint8 Class_; //
|
||||
/*0000*/ uint8 EyeColor1; //
|
||||
/*0000*/ uint8 BeardColor; //
|
||||
/*0000*/ uint8 EyeColor2; //
|
||||
/*0000*/ uint32 DrakkinHeritage; // Drakkin Heritage
|
||||
/*0000*/ uint32 DrakkinTattoo; // Drakkin Tattoo
|
||||
/*0000*/ uint32 DrakkinDetails; // Drakkin Details (Facial Spikes)
|
||||
/*0000*/ uint8 Unknown; // New field to SoD
|
||||
|
||||
};
|
||||
|
||||
@ -158,20 +157,22 @@ struct CharacterSelectEntry_Struct {
|
||||
** Character Selection Struct
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*0000*/ uint32 char_count; //number of chars in this packet
|
||||
/*0004*/ uint32 total_chars; //total number of chars allowed?
|
||||
/*0008*/ CharacterSelectEntry_Struct entries[0];
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
/*0000*/ uint32 CharCount; //number of chars in this packet
|
||||
/*0004*/ uint32 TotalChars; //total number of chars allowed?
|
||||
/*0008*/ CharacterSelectEntry_Struct Entries[0];
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 12 Octets
|
||||
*/
|
||||
struct EquipStruct {
|
||||
/*00*/ uint32 material;
|
||||
/*04*/ uint32 unknown1;
|
||||
/*08*/ uint32 elitematerial;
|
||||
struct EquipStruct
|
||||
{
|
||||
/*00*/ uint32 Material;
|
||||
/*04*/ uint32 Unknown1;
|
||||
/*08*/ uint32 EliteMaterial;
|
||||
/*12*/
|
||||
};
|
||||
|
||||
|
||||
@ -1200,13 +1200,13 @@ namespace SoF
|
||||
OUT(beard);
|
||||
// OUT(unknown00178[10]);
|
||||
for (r = 0; r < 9; r++) {
|
||||
eq->equipment[r].material = emu->item_material[r];
|
||||
eq->equipment[r].unknown1 = 0;
|
||||
eq->equipment[r].elitematerial = 0;
|
||||
eq->equipment[r].Material = emu->item_material[r];
|
||||
eq->equipment[r].Unknown1 = 0;
|
||||
eq->equipment[r].EliteMaterial = 0;
|
||||
//eq->colors[r].color = emu->colors[r].color;
|
||||
}
|
||||
for (r = 0; r < 7; r++) {
|
||||
OUT(item_tint[r].color);
|
||||
OUT(item_tint[r].Color);
|
||||
}
|
||||
// OUT(unknown00224[48]);
|
||||
//NOTE: new client supports 300 AAs, our internal rep/PP
|
||||
@ -1579,11 +1579,11 @@ namespace SoF
|
||||
int char_count;
|
||||
int namelen = 0;
|
||||
for (char_count = 0; char_count < 10; char_count++) {
|
||||
if (emu->name[char_count][0] == '\0')
|
||||
if (emu->Name[char_count][0] == '\0')
|
||||
break;
|
||||
if (strcmp(emu->name[char_count], "<none>") == 0)
|
||||
if (strcmp(emu->Name[char_count], "<none>") == 0)
|
||||
break;
|
||||
namelen += strlen(emu->name[char_count]);
|
||||
namelen += strlen(emu->Name[char_count]);
|
||||
}
|
||||
|
||||
int total_length = sizeof(structs::CharacterSelect_Struct)
|
||||
@ -1595,49 +1595,49 @@ namespace SoF
|
||||
//unsigned char *eq_buffer = new unsigned char[total_length];
|
||||
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
|
||||
|
||||
eq->char_count = char_count;
|
||||
eq->total_chars = 10;
|
||||
eq->CharCount = char_count;
|
||||
eq->TotalChars = 10;
|
||||
|
||||
unsigned char *bufptr = (unsigned char *)eq->entries;
|
||||
unsigned char *bufptr = (unsigned char *)eq->Entries;
|
||||
int r;
|
||||
for (r = 0; r < char_count; r++) {
|
||||
{ //pre-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->level = emu->level[r];
|
||||
eq2->hairstyle = emu->hairstyle[r];
|
||||
eq2->gender = emu->gender[r];
|
||||
memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
|
||||
eq2->Level = emu->Level[r];
|
||||
eq2->HairStyle = emu->HairStyle[r];
|
||||
eq2->Gender = emu->Gender[r];
|
||||
memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
|
||||
}
|
||||
//adjust for name.
|
||||
bufptr += strlen(emu->name[r]);
|
||||
bufptr += strlen(emu->Name[r]);
|
||||
{ //post-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->beard = emu->beard[r];
|
||||
eq2->haircolor = emu->haircolor[r];
|
||||
eq2->face = emu->face[r];
|
||||
eq2->Beard = emu->Beard[r];
|
||||
eq2->HairColor = emu->HairColor[r];
|
||||
eq2->Face = emu->Face[r];
|
||||
int k;
|
||||
for (k = 0; k < _MaterialCount; k++) {
|
||||
eq2->equip[k].material = emu->equip[r][k].material;
|
||||
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||
eq2->Equip[k].Material = emu->Equip[r][k].Material;
|
||||
eq2->Equip[k].Unknown1 = emu->Equip[r][k].Unknown1;
|
||||
eq2->Equip[k].EliteMaterial = emu->Equip[r][k].EliteMaterial;
|
||||
eq2->Equip[k].Color.Color = emu->Equip[r][k].Color.Color;
|
||||
}
|
||||
eq2->primary = emu->primary[r];
|
||||
eq2->secondary = emu->secondary[r];
|
||||
eq2->tutorial = emu->tutorial[r]; // was u15
|
||||
eq2->u15 = 0xff;
|
||||
eq2->deity = emu->deity[r];
|
||||
eq2->zone = emu->zone[r];
|
||||
eq2->u19 = 0xFF;
|
||||
eq2->race = emu->race[r];
|
||||
eq2->gohome = emu->gohome[r];
|
||||
eq2->class_ = emu->class_[r];
|
||||
eq2->eyecolor1 = emu->eyecolor1[r];
|
||||
eq2->beardcolor = emu->beardcolor[r];
|
||||
eq2->eyecolor2 = emu->eyecolor2[r];
|
||||
eq2->drakkin_heritage = emu->drakkin_heritage[r];
|
||||
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
|
||||
eq2->drakkin_details = emu->drakkin_details[r];
|
||||
eq2->Primary = emu->Primary[r];
|
||||
eq2->Secondary = emu->Secondary[r];
|
||||
eq2->Tutorial = emu->Tutorial[r]; // was u15
|
||||
eq2->Unknown15 = 0xff;
|
||||
eq2->Deity = emu->Deity[r];
|
||||
eq2->Zone = emu->Zone[r];
|
||||
eq2->Unknown19 = 0xFF;
|
||||
eq2->Race = emu->Race[r];
|
||||
eq2->GoHome = emu->GoHome[r];
|
||||
eq2->Class_ = emu->Class_[r];
|
||||
eq2->EyeColor1 = emu->EyeColor1[r];
|
||||
eq2->BeardColor = emu->BeardColor[r];
|
||||
eq2->EyeColor2 = emu->EyeColor2[r];
|
||||
eq2->DrakkinHeritage = emu->DrakkinHeritage[r];
|
||||
eq2->DrakkinTattoo = emu->DrakkinTattoo[r];
|
||||
eq2->DrakkinDetails = emu->DrakkinDetails[r];
|
||||
}
|
||||
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
|
||||
}
|
||||
@ -1961,7 +1961,7 @@ namespace SoF
|
||||
OUT(material);
|
||||
OUT(unknown06);
|
||||
OUT(elite_material);
|
||||
OUT(color.color);
|
||||
OUT(color.Color);
|
||||
OUT(wear_slot_id);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -2045,10 +2045,10 @@ namespace SoF
|
||||
eq->drakkin_heritage = emu->drakkin_heritage;
|
||||
eq->gender = emu->gender;
|
||||
for (k = 0; k < 9; k++) {
|
||||
eq->equipment[k].material = emu->equipment[k].material;
|
||||
eq->equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||
eq->equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||
eq->colors[k].color = emu->colors[k].color;
|
||||
eq->equipment[k].Material = emu->equipment[k].Material;
|
||||
eq->equipment[k].Unknown1 = emu->equipment[k].Unknown1;
|
||||
eq->equipment[k].EliteMaterial = emu->equipment[k].EliteMaterial;
|
||||
eq->colors[k].Color = emu->colors[k].Color;
|
||||
}
|
||||
eq->StandState = emu->StandState;
|
||||
eq->guildID = emu->guildID;
|
||||
@ -2110,7 +2110,7 @@ namespace SoF
|
||||
eq->petOwnerId = emu->petOwnerId;
|
||||
eq->pvp = 0; // 0 = non-pvp colored name, 1 = red pvp name
|
||||
for (k = 0; k < 9; k++) {
|
||||
eq->colors[k].color = emu->colors[k].color;
|
||||
eq->colors[k].Color = emu->colors[k].Color;
|
||||
}
|
||||
eq->anon = emu->anon;
|
||||
eq->face = emu->face;
|
||||
@ -2809,7 +2809,7 @@ namespace SoF
|
||||
IN(material);
|
||||
IN(unknown06);
|
||||
IN(elite_material);
|
||||
IN(color.color);
|
||||
IN(color.Color);
|
||||
IN(wear_slot_id);
|
||||
emu->hero_forge_model = 0;
|
||||
emu->unknown18 = 0;
|
||||
|
||||
@ -103,72 +103,74 @@ struct AdventureInfo {
|
||||
*/
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 Blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
struct CharSelectEquip {
|
||||
uint32 material;
|
||||
uint32 unknown1;
|
||||
uint32 elitematerial;
|
||||
Color_Struct color;
|
||||
struct CharSelectEquip
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
Color_Struct Color;
|
||||
};
|
||||
|
||||
struct CharacterSelectEntry_Struct {
|
||||
/*0000*/ uint8 level; //
|
||||
/*0000*/ uint8 hairstyle; //
|
||||
/*0002*/ uint8 gender; //
|
||||
/*0003*/ char name[1]; //variable length, edi+0
|
||||
/*0000*/ uint8 beard; //
|
||||
/*0001*/ uint8 haircolor; //
|
||||
/*0000*/ uint8 face; //
|
||||
/*0000*/ CharSelectEquip equip[9];
|
||||
/*0000*/ uint32 primary; //
|
||||
/*0000*/ uint32 secondary; //
|
||||
/*0000*/ uint8 u15; // 0xff
|
||||
/*0000*/ uint32 deity; //
|
||||
/*0000*/ uint16 zone; //
|
||||
/*0000*/ uint16 instance;
|
||||
/*0000*/ uint8 gohome; //
|
||||
/*0000*/ uint8 u19; // 0xff
|
||||
/*0000*/ uint32 race; //
|
||||
/*0000*/ uint8 tutorial; //
|
||||
/*0000*/ uint8 class_; //
|
||||
/*0000*/ uint8 eyecolor1; //
|
||||
/*0000*/ uint8 beardcolor; //
|
||||
/*0000*/ uint8 eyecolor2; //
|
||||
/*0000*/ uint32 drakkin_heritage; // Drakkin Heritage
|
||||
/*0000*/ uint32 drakkin_tattoo; // Drakkin Tattoo
|
||||
/*0000*/ uint32 drakkin_details; // Drakkin Details (Facial Spikes)
|
||||
struct CharacterSelectEntry_Struct
|
||||
{
|
||||
/*0000*/ uint8 Level; //
|
||||
/*0000*/ uint8 HairStyle; //
|
||||
/*0002*/ uint8 Gender; //
|
||||
/*0003*/ char Name[1]; // variable length, edi+0
|
||||
/*0000*/ uint8 Beard; //
|
||||
/*0001*/ uint8 HairColor; //
|
||||
/*0000*/ uint8 Face; //
|
||||
/*0000*/ CharSelectEquip Equip[9];
|
||||
/*0000*/ uint32 Primary; //
|
||||
/*0000*/ uint32 Secondary; //
|
||||
/*0000*/ uint8 Unknown15; // 0xff
|
||||
/*0000*/ uint32 Deity; //
|
||||
/*0000*/ uint16 Zone; //
|
||||
/*0000*/ uint16 Instance;
|
||||
/*0000*/ uint8 GoHome; //
|
||||
/*0000*/ uint8 Unknown19; // 0xff
|
||||
/*0000*/ uint32 Race; //
|
||||
/*0000*/ uint8 Tutorial; //
|
||||
/*0000*/ uint8 Class_; //
|
||||
/*0000*/ uint8 EyeColor1; //
|
||||
/*0000*/ uint8 BeardColor; //
|
||||
/*0000*/ uint8 EyeColor2; //
|
||||
/*0000*/ uint32 DrakkinHeritage; // Drakkin Heritage
|
||||
/*0000*/ uint32 DrakkinTattoo; // Drakkin Tattoo
|
||||
/*0000*/ uint32 DrakkinDetails; // Drakkin Details (Facial Spikes)
|
||||
};
|
||||
|
||||
/*
|
||||
** Character Selection Struct
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*0000*/ uint32 char_count; //number of chars in this packet
|
||||
/*0004*/ uint32 total_chars; //total number of chars allowed?
|
||||
/*0008*/ CharacterSelectEntry_Struct entries[0];
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
/*0000*/ uint32 CharCount; //number of chars in this packet
|
||||
/*0004*/ uint32 TotalChars; //total number of chars allowed?
|
||||
/*0008*/ CharacterSelectEntry_Struct Entries[0];
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 12 Octets
|
||||
*/
|
||||
struct EquipStruct {
|
||||
/*00*/ uint32 material;
|
||||
/*04*/ uint32 unknown1;
|
||||
/*08*/ uint32 elitematerial;
|
||||
struct EquipStruct
|
||||
{
|
||||
/*00*/ uint32 Material;
|
||||
/*04*/ uint32 Unknown1;
|
||||
/*08*/ uint32 EliteMaterial;
|
||||
/*12*/
|
||||
};
|
||||
|
||||
|
||||
@ -865,7 +865,7 @@ namespace Titanium
|
||||
// OUT(unknown00178[10]);
|
||||
for (r = 0; r < 9; r++) {
|
||||
OUT(item_material[r]);
|
||||
OUT(item_tint[r].color);
|
||||
OUT(item_tint[r].Color);
|
||||
}
|
||||
// OUT(unknown00224[48]);
|
||||
for (r = 0; r < structs::MAX_PP_AA_ARRAY; r++) {
|
||||
@ -1160,34 +1160,34 @@ namespace Titanium
|
||||
|
||||
int r;
|
||||
for (r = 0; r < 10; r++) {
|
||||
OUT(zone[r]);
|
||||
OUT(eyecolor1[r]);
|
||||
OUT(eyecolor2[r]);
|
||||
OUT(hairstyle[r]);
|
||||
OUT(primary[r]);
|
||||
if (emu->race[r] > 473)
|
||||
eq->race[r] = 1;
|
||||
OUT(Zone[r]);
|
||||
OUT(EyeColor1[r]);
|
||||
OUT(EyeColor2[r]);
|
||||
OUT(HairStyle[r]);
|
||||
OUT(Primary[r]);
|
||||
if (emu->Race[r] > 473)
|
||||
eq->Race[r] = 1;
|
||||
else
|
||||
eq->race[r] = emu->race[r];
|
||||
OUT(class_[r]);
|
||||
OUT_str(name[r]);
|
||||
OUT(gender[r]);
|
||||
OUT(level[r]);
|
||||
OUT(secondary[r]);
|
||||
OUT(face[r]);
|
||||
OUT(beard[r]);
|
||||
eq->Race[r] = emu->Race[r];
|
||||
OUT(Class_[r]);
|
||||
OUT_str(Name[r]);
|
||||
OUT(Gender[r]);
|
||||
OUT(Level[r]);
|
||||
OUT(Secondary[r]);
|
||||
OUT(Face[r]);
|
||||
OUT(Beard[r]);
|
||||
int k;
|
||||
for (k = 0; k < 9; k++) {
|
||||
eq->equip[r][k] = emu->equip[r][k].material;
|
||||
eq->cs_colors[r][k].color = emu->equip[r][k].color.color;
|
||||
eq->Equip[r][k] = emu->Equip[r][k].Material;
|
||||
eq->CS_Colors[r][k].Color = emu->Equip[r][k].Color.Color;
|
||||
}
|
||||
OUT(haircolor[r]);
|
||||
OUT(gohome[r]);
|
||||
OUT(tutorial[r]);
|
||||
OUT(deity[r]);
|
||||
OUT(beardcolor[r]);
|
||||
eq->unknown820[r] = 0xFF;
|
||||
eq->unknown902[r] = 0xFF;
|
||||
OUT(HairColor[r]);
|
||||
OUT(GoHome[r]);
|
||||
OUT(Tutorial[r]);
|
||||
OUT(Deity[r]);
|
||||
OUT(BeardColor[r]);
|
||||
eq->Unknown820[r] = 0xFF;
|
||||
eq->Unknown902[r] = 0xFF;
|
||||
}
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -1405,7 +1405,7 @@ namespace Titanium
|
||||
|
||||
OUT(spawn_id);
|
||||
OUT(material);
|
||||
OUT(color.color);
|
||||
OUT(color.Color);
|
||||
OUT(wear_slot_id);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -1497,8 +1497,8 @@ namespace Titanium
|
||||
eq->guildrank = emu->guildrank;
|
||||
// eq->unknown0194[3] = emu->unknown0194[3];
|
||||
for (k = 0; k < 9; k++) {
|
||||
eq->equipment[k] = emu->equipment[k].material;
|
||||
eq->colors[k].color = emu->colors[k].color;
|
||||
eq->equipment[k] = emu->equipment[k].Material;
|
||||
eq->colors[k].Color = emu->colors[k].Color;
|
||||
}
|
||||
for (k = 0; k < 8; k++) {
|
||||
eq->set_to_0xFF[k] = 0xFF;
|
||||
@ -1974,7 +1974,7 @@ namespace Titanium
|
||||
|
||||
IN(spawn_id);
|
||||
IN(material);
|
||||
IN(color.color);
|
||||
IN(color.Color);
|
||||
IN(wear_slot_id);
|
||||
emu->unknown06 = 0;
|
||||
emu->elite_material = 0;
|
||||
|
||||
@ -99,16 +99,14 @@ struct AdventureInfo {
|
||||
*/
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 Blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
@ -117,31 +115,32 @@ struct Color_Struct
|
||||
** Length: 1704 Bytes
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*0000*/ uint32 race[10]; // Characters Race
|
||||
/*0040*/ Color_Struct cs_colors[10][9]; // Characters Equipment Colors
|
||||
/*0400*/ uint8 beardcolor[10]; // Characters beard Color
|
||||
/*0410*/ uint8 hairstyle[10]; // Characters hair style
|
||||
/*0420*/ uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
|
||||
/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
|
||||
/*0820*/ uint8 unknown820[10]; // 10x ff
|
||||
/*0830*/ uint8 unknown830[2]; // 2x 00
|
||||
/*0832*/ uint32 deity[10]; // Characters Deity
|
||||
/*0872*/ uint8 gohome[10]; // 1=Go Home available, 0=not
|
||||
/*0882*/ uint8 tutorial[10]; // 1=Tutorial available, 0=not
|
||||
/*0892*/ uint8 beard[10]; // Characters Beard Type
|
||||
/*0902*/ uint8 unknown902[10]; // 10x ff
|
||||
/*0912*/ uint32 primary[10]; // Characters primary IDFile number
|
||||
/*0952*/ uint8 haircolor[10]; // Characters Hair Color
|
||||
/*0962*/ uint8 unknown0962[2]; // 2x 00
|
||||
/*0964*/ uint32 zone[10]; // Characters Current Zone
|
||||
/*1004*/ uint8 class_[10]; // Characters Classes
|
||||
/*1014*/ uint8 face[10]; // Characters Face Type
|
||||
/*1024*/ char name[10][64]; // Characters Names
|
||||
/*1664*/ uint8 gender[10]; // Characters Gender
|
||||
/*1674*/ uint8 eyecolor1[10]; // Characters Eye Color
|
||||
/*1684*/ uint8 eyecolor2[10]; // Characters Eye 2 Color
|
||||
/*1694*/ uint8 level[10]; // Characters Levels
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
/*0000*/ uint32 Race[10]; // Characters Race
|
||||
/*0040*/ Color_Struct CS_Colors[10][9]; // Characters Equipment Colors
|
||||
/*0400*/ uint8 BeardColor[10]; // Characters beard Color
|
||||
/*0410*/ uint8 HairStyle[10]; // Characters hair style
|
||||
/*0420*/ uint32 Equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
|
||||
/*0780*/ uint32 Secondary[10]; // Characters secondary IDFile number
|
||||
/*0820*/ uint8 Unknown820[10]; // 10x ff
|
||||
/*0830*/ uint8 Unknown830[2]; // 2x 00
|
||||
/*0832*/ uint32 Deity[10]; // Characters Deity
|
||||
/*0872*/ uint8 GoHome[10]; // 1=Go Home available, 0=not
|
||||
/*0882*/ uint8 Tutorial[10]; // 1=Tutorial available, 0=not
|
||||
/*0892*/ uint8 Beard[10]; // Characters Beard Type
|
||||
/*0902*/ uint8 Unknown902[10]; // 10x ff
|
||||
/*0912*/ uint32 Primary[10]; // Characters primary IDFile number
|
||||
/*0952*/ uint8 HairColor[10]; // Characters Hair Color
|
||||
/*0962*/ uint8 Unknown0962[2]; // 2x 00
|
||||
/*0964*/ uint32 Zone[10]; // Characters Current Zone
|
||||
/*1004*/ uint8 Class_[10]; // Characters Classes
|
||||
/*1014*/ uint8 Face[10]; // Characters Face Type
|
||||
/*1024*/ char Name[10][64]; // Characters Names
|
||||
/*1664*/ uint8 Gender[10]; // Characters Gender
|
||||
/*1674*/ uint8 EyeColor1[10]; // Characters Eye Color
|
||||
/*1684*/ uint8 EyeColor2[10]; // Characters Eye 2 Color
|
||||
/*1694*/ uint8 Level[10]; // Characters Levels
|
||||
/*1704*/
|
||||
};
|
||||
|
||||
|
||||
@ -1791,13 +1791,13 @@ namespace UF
|
||||
OUT(beard);
|
||||
// OUT(unknown00178[10]);
|
||||
for (r = 0; r < 9; r++) {
|
||||
eq->equipment[r].material = emu->item_material[r];
|
||||
eq->equipment[r].unknown1 = 0;
|
||||
eq->equipment[r].elitematerial = 0;
|
||||
eq->equipment[r].Material = emu->item_material[r];
|
||||
eq->equipment[r].Unknown1 = 0;
|
||||
eq->equipment[r].EliteMaterial = 0;
|
||||
//eq->colors[r].color = emu->colors[r].color;
|
||||
}
|
||||
for (r = 0; r < 7; r++) {
|
||||
OUT(item_tint[r].color);
|
||||
OUT(item_tint[r].Color);
|
||||
}
|
||||
// OUT(unknown00224[48]);
|
||||
//NOTE: new client supports 300 AAs, our internal rep/PP
|
||||
@ -2203,11 +2203,11 @@ namespace UF
|
||||
int char_count;
|
||||
int namelen = 0;
|
||||
for (char_count = 0; char_count < 10; char_count++) {
|
||||
if (emu->name[char_count][0] == '\0')
|
||||
if (emu->Name[char_count][0] == '\0')
|
||||
break;
|
||||
if (strcmp(emu->name[char_count], "<none>") == 0)
|
||||
if (strcmp(emu->Name[char_count], "<none>") == 0)
|
||||
break;
|
||||
namelen += strlen(emu->name[char_count]);
|
||||
namelen += strlen(emu->Name[char_count]);
|
||||
}
|
||||
|
||||
int total_length = sizeof(structs::CharacterSelect_Struct)
|
||||
@ -2219,49 +2219,49 @@ namespace UF
|
||||
//unsigned char *eq_buffer = new unsigned char[total_length];
|
||||
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
|
||||
|
||||
eq->char_count = char_count;
|
||||
eq->total_chars = 10;
|
||||
eq->CharCount = char_count;
|
||||
eq->TotalChars = 10;
|
||||
|
||||
unsigned char *bufptr = (unsigned char *)eq->entries;
|
||||
unsigned char *bufptr = (unsigned char *)eq->Entries;
|
||||
int r;
|
||||
for (r = 0; r < char_count; r++) {
|
||||
{ //pre-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->level = emu->level[r];
|
||||
eq2->hairstyle = emu->hairstyle[r];
|
||||
eq2->gender = emu->gender[r];
|
||||
memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
|
||||
eq2->Level = emu->Level[r];
|
||||
eq2->HairStyle = emu->HairStyle[r];
|
||||
eq2->Gender = emu->Gender[r];
|
||||
memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
|
||||
}
|
||||
//adjust for name.
|
||||
bufptr += strlen(emu->name[r]);
|
||||
bufptr += strlen(emu->Name[r]);
|
||||
{ //post-name section...
|
||||
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
||||
eq2->beard = emu->beard[r];
|
||||
eq2->haircolor = emu->haircolor[r];
|
||||
eq2->face = emu->face[r];
|
||||
eq2->Beard = emu->Beard[r];
|
||||
eq2->HairColor = emu->HairColor[r];
|
||||
eq2->Face = emu->Face[r];
|
||||
int k;
|
||||
for (k = 0; k < _MaterialCount; k++) {
|
||||
eq2->equip[k].material = emu->equip[r][k].material;
|
||||
eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
|
||||
eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
|
||||
eq2->equip[k].color.color = emu->equip[r][k].color.color;
|
||||
eq2->Equip[k].Material = emu->Equip[r][k].Material;
|
||||
eq2->Equip[k].Unknown1 = emu->Equip[r][k].Unknown1;
|
||||
eq2->Equip[k].EliteMaterial = emu->Equip[r][k].EliteMaterial;
|
||||
eq2->Equip[k].Color.Color = emu->Equip[r][k].Color.Color;
|
||||
}
|
||||
eq2->primary = emu->primary[r];
|
||||
eq2->secondary = emu->secondary[r];
|
||||
eq2->tutorial = emu->tutorial[r]; // was u15
|
||||
eq2->u15 = 0xff;
|
||||
eq2->deity = emu->deity[r];
|
||||
eq2->zone = emu->zone[r];
|
||||
eq2->u19 = 0xFF;
|
||||
eq2->race = emu->race[r];
|
||||
eq2->gohome = emu->gohome[r];
|
||||
eq2->class_ = emu->class_[r];
|
||||
eq2->eyecolor1 = emu->eyecolor1[r];
|
||||
eq2->beardcolor = emu->beardcolor[r];
|
||||
eq2->eyecolor2 = emu->eyecolor2[r];
|
||||
eq2->drakkin_heritage = emu->drakkin_heritage[r];
|
||||
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
|
||||
eq2->drakkin_details = emu->drakkin_details[r];
|
||||
eq2->Primary = emu->Primary[r];
|
||||
eq2->Secondary = emu->Secondary[r];
|
||||
eq2->Tutorial = emu->Tutorial[r]; // was u15
|
||||
eq2->Unknown15 = 0xFF;
|
||||
eq2->Deity = emu->Deity[r];
|
||||
eq2->Zone = emu->Zone[r];
|
||||
eq2->Unknown19 = 0xFF;
|
||||
eq2->Race = emu->Race[r];
|
||||
eq2->GoHome = emu->GoHome[r];
|
||||
eq2->Class_ = emu->Class_[r];
|
||||
eq2->EyeColor1 = emu->EyeColor1[r];
|
||||
eq2->BeardColor = emu->BeardColor[r];
|
||||
eq2->EyeColor2 = emu->EyeColor2[r];
|
||||
eq2->DrakkinHeritage = emu->DrakkinHeritage[r];
|
||||
eq2->DrakkinTattoo = emu->DrakkinTattoo[r];
|
||||
eq2->DrakkinDetails = emu->DrakkinDetails[r];
|
||||
}
|
||||
|
||||
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
|
||||
@ -2641,7 +2641,7 @@ namespace UF
|
||||
OUT(material);
|
||||
OUT(unknown06);
|
||||
OUT(elite_material);
|
||||
OUT(color.color);
|
||||
OUT(color.Color);
|
||||
OUT(wear_slot_id);
|
||||
|
||||
FINISH_ENCODE();
|
||||
@ -3003,7 +3003,7 @@ namespace UF
|
||||
for (k = 0; k < 9; ++k)
|
||||
{
|
||||
{
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].color);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].Color);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -3013,11 +3013,11 @@ namespace UF
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
}
|
||||
@ -3027,9 +3027,9 @@ namespace UF
|
||||
structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
|
||||
|
||||
for (k = 0; k < 9; k++) {
|
||||
Equipment[k].material = emu->equipment[k].material;
|
||||
Equipment[k].unknown1 = emu->equipment[k].unknown1;
|
||||
Equipment[k].elitematerial = emu->equipment[k].elitematerial;
|
||||
Equipment[k].Material = emu->equipment[k].Material;
|
||||
Equipment[k].Unknown1 = emu->equipment[k].Unknown1;
|
||||
Equipment[k].EliteMaterial = emu->equipment[k].EliteMaterial;
|
||||
}
|
||||
|
||||
Buffer += (sizeof(structs::EquipStruct) * 9);
|
||||
@ -3729,7 +3729,7 @@ namespace UF
|
||||
IN(material);
|
||||
IN(unknown06);
|
||||
IN(elite_material);
|
||||
IN(color.color);
|
||||
IN(color.Color);
|
||||
IN(wear_slot_id);
|
||||
emu->hero_forge_model = 0;
|
||||
emu->unknown18 = 0;
|
||||
|
||||
@ -103,53 +103,53 @@ struct AdventureInfo {
|
||||
*/
|
||||
struct Color_Struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
uint8 blue;
|
||||
uint8 green;
|
||||
uint8 red;
|
||||
uint8 use_tint; // if there's a tint this is FF
|
||||
} rgb;
|
||||
uint32 color;
|
||||
union {
|
||||
struct {
|
||||
uint8 blue;
|
||||
uint8 Green;
|
||||
uint8 Red;
|
||||
uint8 UseTint; // if there's a tint this is FF
|
||||
} RGB;
|
||||
uint32 Color;
|
||||
};
|
||||
};
|
||||
|
||||
struct CharSelectEquip {
|
||||
uint32 material;
|
||||
uint32 unknown1;
|
||||
uint32 elitematerial;
|
||||
Color_Struct color;
|
||||
struct CharSelectEquip
|
||||
{
|
||||
uint32 Material;
|
||||
uint32 Unknown1;
|
||||
uint32 EliteMaterial;
|
||||
Color_Struct Color;
|
||||
};
|
||||
|
||||
struct CharacterSelectEntry_Struct {
|
||||
/*0000*/ uint8 level; //
|
||||
/*0000*/ uint8 hairstyle; //
|
||||
/*0002*/ uint8 gender; //
|
||||
/*0003*/ char name[1]; //variable length, edi+0
|
||||
/*0000*/ uint8 beard; //
|
||||
/*0001*/ uint8 haircolor; //
|
||||
/*0000*/ uint8 face; //
|
||||
/*0000*/ CharSelectEquip equip[9];
|
||||
/*0000*/ uint32 primary; //
|
||||
/*0000*/ uint32 secondary; //
|
||||
/*0000*/ uint8 u15; // 0xff
|
||||
/*0000*/ uint32 deity; //
|
||||
/*0000*/ uint16 zone; //
|
||||
/*0000*/ uint16 instance;
|
||||
/*0000*/ uint8 gohome; //
|
||||
/*0000*/ uint8 u19; // 0xff
|
||||
/*0000*/ uint32 race; //
|
||||
/*0000*/ uint8 tutorial; //
|
||||
/*0000*/ uint8 class_; //
|
||||
/*0000*/ uint8 eyecolor1; //
|
||||
/*0000*/ uint8 beardcolor; //
|
||||
/*0000*/ uint8 eyecolor2; //
|
||||
/*0000*/ uint32 drakkin_heritage; // Drakkin Heritage
|
||||
/*0000*/ uint32 drakkin_tattoo; // Drakkin Tattoo
|
||||
/*0000*/ uint32 drakkin_details; // Drakkin Details (Facial Spikes)
|
||||
/*0000*/ uint8 unknown; // New field to Underfoot
|
||||
struct CharacterSelectEntry_Struct
|
||||
{
|
||||
/*0000*/ uint8 Level; //
|
||||
/*0000*/ uint8 HairStyle; //
|
||||
/*0002*/ uint8 Gender; //
|
||||
/*0003*/ char Name[1]; // variable length, edi+0
|
||||
/*0000*/ uint8 Beard; //
|
||||
/*0001*/ uint8 HairColor; //
|
||||
/*0000*/ uint8 Face; //
|
||||
/*0000*/ CharSelectEquip Equip[9];
|
||||
/*0000*/ uint32 Primary; //
|
||||
/*0000*/ uint32 Secondary; //
|
||||
/*0000*/ uint8 Unknown15; // 0xff
|
||||
/*0000*/ uint32 Deity; //
|
||||
/*0000*/ uint16 Zone; //
|
||||
/*0000*/ uint16 Instance;
|
||||
/*0000*/ uint8 GoHome; //
|
||||
/*0000*/ uint8 Unknown19; // 0xff
|
||||
/*0000*/ uint32 Race; //
|
||||
/*0000*/ uint8 Tutorial; //
|
||||
/*0000*/ uint8 Class_; //
|
||||
/*0000*/ uint8 EyeColor1; //
|
||||
/*0000*/ uint8 BeardColor; //
|
||||
/*0000*/ uint8 EyeColor2; //
|
||||
/*0000*/ uint32 DrakkinHeritage; // Drakkin Heritage
|
||||
/*0000*/ uint32 DrakkinTattoo; // Drakkin Tattoo
|
||||
/*0000*/ uint32 DrakkinDetails; // Drakkin Details (Facial Spikes)
|
||||
/*0000*/ uint8 Unknown; // New field to Underfoot
|
||||
|
||||
};
|
||||
|
||||
@ -157,20 +157,22 @@ struct CharacterSelectEntry_Struct {
|
||||
** Character Selection Struct
|
||||
**
|
||||
*/
|
||||
struct CharacterSelect_Struct {
|
||||
/*0000*/ uint32 char_count; //number of chars in this packet
|
||||
/*0004*/ uint32 total_chars; //total number of chars allowed?
|
||||
/*0008*/ CharacterSelectEntry_Struct entries[0];
|
||||
struct CharacterSelect_Struct
|
||||
{
|
||||
/*0000*/ uint32 CharCount; //number of chars in this packet
|
||||
/*0004*/ uint32 TotalChars; //total number of chars allowed?
|
||||
/*0008*/ CharacterSelectEntry_Struct Entries[0];
|
||||
};
|
||||
|
||||
/*
|
||||
* Visible equiptment.
|
||||
* Size: 12 Octets
|
||||
*/
|
||||
struct EquipStruct {
|
||||
/*00*/ uint32 material;
|
||||
/*04*/ uint32 unknown1;
|
||||
/*08*/ uint32 elitematerial;
|
||||
struct EquipStruct
|
||||
{
|
||||
/*00*/ uint32 Material;
|
||||
/*04*/ uint32 Unknown1;
|
||||
/*08*/ uint32 EliteMaterial;
|
||||
/*12*/
|
||||
};
|
||||
|
||||
|
||||
@ -724,9 +724,9 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
|
||||
|
||||
for(int x = 0; x < 10; ++x)
|
||||
{
|
||||
if(strcasecmp(cs->name[x], char_name) == 0)
|
||||
if(strcasecmp(cs->Name[x], char_name) == 0)
|
||||
{
|
||||
if(cs->gohome[x] == 1)
|
||||
if(cs->GoHome[x] == 1)
|
||||
{
|
||||
home_enabled = true;
|
||||
break;
|
||||
@ -754,9 +754,9 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
|
||||
|
||||
for(int x = 0; x < 10; ++x)
|
||||
{
|
||||
if(strcasecmp(cs->name[x], char_name) == 0)
|
||||
if(strcasecmp(cs->Name[x], char_name) == 0)
|
||||
{
|
||||
if(cs->tutorial[x] == 1)
|
||||
if(cs->Tutorial[x] == 1)
|
||||
{
|
||||
tutorial_enabled = true;
|
||||
break;
|
||||
|
||||
@ -41,11 +41,11 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
||||
|
||||
/* Initialize Variables */
|
||||
for (int i=0; i<10; i++) {
|
||||
strcpy(cs->name[i], "<none>");
|
||||
cs->zone[i] = 0;
|
||||
cs->level[i] = 0;
|
||||
cs->tutorial[i] = 0;
|
||||
cs->gohome[i] = 0;
|
||||
strcpy(cs->Name[i], "<none>");
|
||||
cs->Zone[i] = 0;
|
||||
cs->Level[i] = 0;
|
||||
cs->Tutorial[i] = 0;
|
||||
cs->GoHome[i] = 0;
|
||||
}
|
||||
|
||||
/* Get Character Info */
|
||||
@ -80,32 +80,32 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
||||
memset(&pp, 0, sizeof(PlayerProfile_Struct));
|
||||
|
||||
uint32 character_id = atoi(row[0]);
|
||||
strcpy(cs->name[char_num], row[1]);
|
||||
strcpy(cs->Name[char_num], row[1]);
|
||||
uint8 lvl = atoi(row[5]);
|
||||
cs->level[char_num] = lvl;
|
||||
cs->class_[char_num] = atoi(row[4]);
|
||||
cs->race[char_num] = atoi(row[3]);
|
||||
cs->gender[char_num] = atoi(row[2]);
|
||||
cs->deity[char_num] = atoi(row[6]);
|
||||
cs->zone[char_num] = atoi(row[19]);
|
||||
cs->face[char_num] = atoi(row[15]);
|
||||
cs->haircolor[char_num] = atoi(row[9]);
|
||||
cs->beardcolor[char_num] = atoi(row[10]);
|
||||
cs->eyecolor2[char_num] = atoi(row[12]);
|
||||
cs->eyecolor1[char_num] = atoi(row[11]);
|
||||
cs->hairstyle[char_num] = atoi(row[13]);
|
||||
cs->beard[char_num] = atoi(row[14]);
|
||||
cs->drakkin_heritage[char_num] = atoi(row[16]);
|
||||
cs->drakkin_tattoo[char_num] = atoi(row[17]);
|
||||
cs->drakkin_details[char_num] = atoi(row[18]);
|
||||
cs->Level[char_num] = lvl;
|
||||
cs->Class_[char_num] = atoi(row[4]);
|
||||
cs->Race[char_num] = atoi(row[3]);
|
||||
cs->Gender[char_num] = atoi(row[2]);
|
||||
cs->Deity[char_num] = atoi(row[6]);
|
||||
cs->Zone[char_num] = atoi(row[19]);
|
||||
cs->Face[char_num] = atoi(row[15]);
|
||||
cs->HairColor[char_num] = atoi(row[9]);
|
||||
cs->BeardColor[char_num] = atoi(row[10]);
|
||||
cs->EyeColor2[char_num] = atoi(row[12]);
|
||||
cs->EyeColor1[char_num] = atoi(row[11]);
|
||||
cs->HairStyle[char_num] = atoi(row[13]);
|
||||
cs->Beard[char_num] = atoi(row[14]);
|
||||
cs->DrakkinHeritage[char_num] = atoi(row[16]);
|
||||
cs->DrakkinTattoo[char_num] = atoi(row[17]);
|
||||
cs->DrakkinDetails[char_num] = atoi(row[18]);
|
||||
|
||||
if (RuleB(World, EnableTutorialButton) && (lvl <= RuleI(World, MaxLevelForTutorial)))
|
||||
cs->tutorial[char_num] = 1;
|
||||
cs->Tutorial[char_num] = 1;
|
||||
|
||||
if (RuleB(World, EnableReturnHomeButton)) {
|
||||
int now = time(nullptr);
|
||||
if ((now - atoi(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
|
||||
cs->gohome[char_num] = 1;
|
||||
cs->GoHome[char_num] = 1;
|
||||
}
|
||||
|
||||
/* Set Bind Point Data for any character that may possibly be missing it for any reason */
|
||||
@ -118,7 +118,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
||||
|
||||
if (has_home == 0 || has_bind == 0){
|
||||
cquery = StringFormat("SELECT `zone_id`, `bind_id`, `x`, `y`, `z` FROM `start_zones` WHERE `player_class` = %i AND `player_deity` = %i AND `player_race` = %i",
|
||||
cs->class_[char_num], cs->deity[char_num], cs->race[char_num]);
|
||||
cs->Class_[char_num], cs->Deity[char_num], cs->Race[char_num]);
|
||||
auto results_bind = database.QueryDatabase(cquery);
|
||||
for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
|
||||
/* If a bind_id is specified, make them start there */
|
||||
@ -161,16 +161,16 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
||||
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b)
|
||||
{
|
||||
slot = atoi(row_b[0]);
|
||||
pp.item_tint[slot].rgb.red = atoi(row_b[1]);
|
||||
pp.item_tint[slot].rgb.green = atoi(row_b[2]);
|
||||
pp.item_tint[slot].rgb.blue = atoi(row_b[3]);
|
||||
pp.item_tint[slot].rgb.use_tint = atoi(row_b[4]);
|
||||
pp.item_tint[slot].RGB.Red = atoi(row_b[1]);
|
||||
pp.item_tint[slot].RGB.Green = atoi(row_b[2]);
|
||||
pp.item_tint[slot].RGB.Blue = atoi(row_b[3]);
|
||||
pp.item_tint[slot].RGB.UseTint = atoi(row_b[4]);
|
||||
}
|
||||
|
||||
/* Load Inventory */
|
||||
// If we ensure that the material data is updated appropriately, we can do away with inventory loads
|
||||
inv = new Inventory;
|
||||
if (GetInventory(account_id, cs->name[char_num], inv))
|
||||
if (GetInventory(account_id, cs->Name[char_num], inv))
|
||||
{
|
||||
const Item_Struct* item = nullptr;
|
||||
const ItemInst* inst = nullptr;
|
||||
@ -194,31 +194,31 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
||||
if (inst->GetOrnamentationIDFile() != 0)
|
||||
{
|
||||
idfile = inst->GetOrnamentationIDFile();
|
||||
cs->equip[char_num][matslot].material = idfile;
|
||||
cs->Equip[char_num][matslot].Material = idfile;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (strlen(item->IDFile) > 2)
|
||||
{
|
||||
idfile = atoi(&item->IDFile[2]);
|
||||
cs->equip[char_num][matslot].material = idfile;
|
||||
cs->Equip[char_num][matslot].Material = idfile;
|
||||
}
|
||||
}
|
||||
if (matslot == MaterialPrimary)
|
||||
{
|
||||
cs->primary[char_num] = idfile;
|
||||
cs->Primary[char_num] = idfile;
|
||||
}
|
||||
else
|
||||
{
|
||||
cs->secondary[char_num] = idfile;
|
||||
cs->Secondary[char_num] = idfile;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32 color = 0;
|
||||
if (pp.item_tint[matslot].rgb.use_tint)
|
||||
if (pp.item_tint[matslot].RGB.UseTint)
|
||||
{
|
||||
color = pp.item_tint[matslot].color;
|
||||
color = pp.item_tint[matslot].Color;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -226,16 +226,16 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
|
||||
}
|
||||
|
||||
// Armor Materials/Models
|
||||
cs->equip[char_num][matslot].material = item->Material;
|
||||
cs->equip[char_num][matslot].elitematerial = item->EliteMaterial;
|
||||
cs->equip[char_num][matslot].heroforgemodel = inst->GetOrnamentHeroModel(matslot);
|
||||
cs->equip[char_num][matslot].color.color = color;
|
||||
cs->Equip[char_num][matslot].Material = item->Material;
|
||||
cs->Equip[char_num][matslot].EliteMaterial = item->EliteMaterial;
|
||||
cs->Equip[char_num][matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
|
||||
cs->Equip[char_num][matslot].Color.Color = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Error loading inventory for %s\n", cs->name[char_num]);
|
||||
printf("Error loading inventory for %s\n", cs->Name[char_num]);
|
||||
}
|
||||
|
||||
safe_delete(inv);
|
||||
|
||||
22
zone/bot.cpp
22
zone/bot.cpp
@ -4395,24 +4395,24 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
||||
item = inst->GetItem();
|
||||
if (item != 0)
|
||||
{
|
||||
ns->spawn.equipment[i].material = item->Material;
|
||||
ns->spawn.equipment[i].elitematerial = item->EliteMaterial;
|
||||
ns->spawn.equipment[i].heroforgemodel = item->HerosForgeModel;
|
||||
ns->spawn.equipment[i].Material = item->Material;
|
||||
ns->spawn.equipment[i].EliteMaterial = item->EliteMaterial;
|
||||
ns->spawn.equipment[i].HeroForgeModel = item->HerosForgeModel;
|
||||
if (armor_tint[i])
|
||||
{
|
||||
ns->spawn.colors[i].color = armor_tint[i];
|
||||
ns->spawn.colors[i].Color = armor_tint[i];
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ns->spawn.colors[i].color = item->Color;
|
||||
ns->spawn.colors[i].Color = item->Color;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (armor_tint[i])
|
||||
{
|
||||
ns->spawn.colors[i].color = armor_tint[i];
|
||||
ns->spawn.colors[i].Color = armor_tint[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -4426,9 +4426,9 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
||||
{
|
||||
if(strlen(item->IDFile) > 2)
|
||||
{
|
||||
ns->spawn.equipment[MaterialPrimary].material = atoi(&item->IDFile[2]);
|
||||
ns->spawn.equipment[MaterialPrimary].Material = atoi(&item->IDFile[2]);
|
||||
}
|
||||
ns->spawn.colors[MaterialPrimary].color = GetEquipmentColor(MaterialPrimary);
|
||||
ns->spawn.colors[MaterialPrimary].Color = GetEquipmentColor(MaterialPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
@ -4440,9 +4440,9 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
||||
{
|
||||
if(strlen(item->IDFile) > 2)
|
||||
{
|
||||
ns->spawn.equipment[MaterialSecondary].material = atoi(&item->IDFile[2]);
|
||||
ns->spawn.equipment[MaterialSecondary].Material = atoi(&item->IDFile[2]);
|
||||
}
|
||||
ns->spawn.colors[MaterialSecondary].color = GetEquipmentColor(MaterialSecondary);
|
||||
ns->spawn.colors[MaterialSecondary].Color = GetEquipmentColor(MaterialSecondary);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -5061,7 +5061,7 @@ void Bot::SendBotArcheryWearChange(uint8 material_slot, uint32 material, uint32
|
||||
|
||||
wc->spawn_id = GetID();
|
||||
wc->material = material;
|
||||
wc->color.color = color;
|
||||
wc->color.Color = color;
|
||||
wc->wear_slot_id = material_slot;
|
||||
|
||||
entity_list.QueueClients(this, outapp);
|
||||
|
||||
@ -3039,7 +3039,7 @@ void Client::Tell_StringID(uint32 string_id, const char *who, const char *messag
|
||||
|
||||
void Client::SetTint(int16 in_slot, uint32 color) {
|
||||
Color_Struct new_color;
|
||||
new_color.color = color;
|
||||
new_color.Color = color;
|
||||
SetTint(in_slot, new_color);
|
||||
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color);
|
||||
}
|
||||
@ -3050,8 +3050,8 @@ void Client::SetTint(int16 in_slot, Color_Struct& color) {
|
||||
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
|
||||
if (matslot != _MaterialInvalid)
|
||||
{
|
||||
m_pp.item_tint[matslot].color = color.color;
|
||||
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.color);
|
||||
m_pp.item_tint[matslot].Color = color.Color;
|
||||
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1306,9 +1306,9 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
|
||||
/* Set item material tint */
|
||||
for (int i = EmuConstants::MATERIAL_BEGIN; i <= EmuConstants::MATERIAL_END; i++)
|
||||
{
|
||||
if (m_pp.item_tint[i].rgb.use_tint == 1 || m_pp.item_tint[i].rgb.use_tint == 255)
|
||||
if (m_pp.item_tint[i].RGB.UseTint == 1 || m_pp.item_tint[i].RGB.UseTint == 255)
|
||||
{
|
||||
m_pp.item_tint[i].rgb.use_tint = 0xFF;
|
||||
m_pp.item_tint[i].RGB.UseTint = 0xFF;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -7020,7 +7020,7 @@ void Client::Undye() {
|
||||
database.SaveInventory(CharacterID(), inst, slot2);
|
||||
}
|
||||
|
||||
m_pp.item_tint[cur_slot].color = 0;
|
||||
m_pp.item_tint[cur_slot].Color = 0;
|
||||
SendWearChange(cur_slot);
|
||||
}
|
||||
|
||||
|
||||
@ -113,15 +113,15 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
|
||||
pc->Lock();
|
||||
|
||||
/* Load Item Tints */
|
||||
pc->item_tint[0].color = pcs->item_tint[0].color;
|
||||
pc->item_tint[1].color = pcs->item_tint[1].color;
|
||||
pc->item_tint[2].color = pcs->item_tint[2].color;
|
||||
pc->item_tint[3].color = pcs->item_tint[3].color;
|
||||
pc->item_tint[4].color = pcs->item_tint[4].color;
|
||||
pc->item_tint[5].color = pcs->item_tint[5].color;
|
||||
pc->item_tint[6].color = pcs->item_tint[6].color;
|
||||
pc->item_tint[7].color = pcs->item_tint[7].color;
|
||||
pc->item_tint[8].color = pcs->item_tint[8].color;
|
||||
pc->item_tint[0].Color = pcs->item_tint[0].Color;
|
||||
pc->item_tint[1].Color = pcs->item_tint[1].Color;
|
||||
pc->item_tint[2].Color = pcs->item_tint[2].Color;
|
||||
pc->item_tint[3].Color = pcs->item_tint[3].Color;
|
||||
pc->item_tint[4].Color = pcs->item_tint[4].Color;
|
||||
pc->item_tint[5].Color = pcs->item_tint[5].Color;
|
||||
pc->item_tint[6].Color = pcs->item_tint[6].Color;
|
||||
pc->item_tint[7].Color = pcs->item_tint[7].Color;
|
||||
pc->item_tint[8].Color = pcs->item_tint[8].Color;
|
||||
|
||||
/* Load Physical Appearance */
|
||||
pc->haircolor = pcs->haircolor;
|
||||
@ -1413,8 +1413,8 @@ uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
|
||||
|
||||
item = database.GetItem(GetEquipment(material_slot));
|
||||
if(item != NO_ITEM) {
|
||||
return item_tint[material_slot].rgb.use_tint ?
|
||||
item_tint[material_slot].color :
|
||||
return item_tint[material_slot].RGB.UseTint ?
|
||||
item_tint[material_slot].Color :
|
||||
item->Color;
|
||||
}
|
||||
|
||||
|
||||
@ -1984,9 +1984,9 @@ void Client::QSSwapItemAuditor(MoveItem_Struct* move_in, bool postaction_call) {
|
||||
void Client::DyeArmor(DyeStruct* dye){
|
||||
int16 slot=0;
|
||||
for (int i = EmuConstants::MATERIAL_BEGIN; i <= EmuConstants::MATERIAL_TINT_END; i++) {
|
||||
if (m_pp.item_tint[i].rgb.blue != dye->dye[i].rgb.blue ||
|
||||
m_pp.item_tint[i].rgb.red != dye->dye[i].rgb.red ||
|
||||
m_pp.item_tint[i].rgb.green != dye->dye[i].rgb.green
|
||||
if (m_pp.item_tint[i].RGB.Blue != dye->dye[i].RGB.Blue ||
|
||||
m_pp.item_tint[i].RGB.Red != dye->dye[i].RGB.Red ||
|
||||
m_pp.item_tint[i].RGB.Green != dye->dye[i].RGB.Green
|
||||
) {
|
||||
slot = m_inv.HasItem(32557, 1, invWherePersonal);
|
||||
if (slot != INVALID_INDEX){
|
||||
@ -1994,18 +1994,18 @@ void Client::DyeArmor(DyeStruct* dye){
|
||||
uint8 slot2=SlotConvert(i);
|
||||
ItemInst* inst = this->m_inv.GetItem(slot2);
|
||||
if(inst){
|
||||
uint32 armor_color = ((uint32)dye->dye[i].rgb.red << 16) | ((uint32)dye->dye[i].rgb.green << 8) | ((uint32)dye->dye[i].rgb.blue);
|
||||
uint32 armor_color = ((uint32)dye->dye[i].RGB.Red << 16) | ((uint32)dye->dye[i].RGB.Green << 8) | ((uint32)dye->dye[i].RGB.Blue);
|
||||
inst->SetColor(armor_color);
|
||||
database.SaveCharacterMaterialColor(this->CharacterID(), i, armor_color);
|
||||
database.SaveInventory(CharacterID(),inst,slot2);
|
||||
if(dye->dye[i].rgb.use_tint)
|
||||
m_pp.item_tint[i].rgb.use_tint = 0xFF;
|
||||
if(dye->dye[i].RGB.UseTint)
|
||||
m_pp.item_tint[i].RGB.UseTint = 0xFF;
|
||||
else
|
||||
m_pp.item_tint[i].rgb.use_tint=0x00;
|
||||
m_pp.item_tint[i].RGB.UseTint=0x00;
|
||||
}
|
||||
m_pp.item_tint[i].rgb.blue=dye->dye[i].rgb.blue;
|
||||
m_pp.item_tint[i].rgb.red=dye->dye[i].rgb.red;
|
||||
m_pp.item_tint[i].rgb.green=dye->dye[i].rgb.green;
|
||||
m_pp.item_tint[i].RGB.Blue=dye->dye[i].RGB.Blue;
|
||||
m_pp.item_tint[i].RGB.Red=dye->dye[i].RGB.Red;
|
||||
m_pp.item_tint[i].RGB.Green=dye->dye[i].RGB.Green;
|
||||
SendWearChange(i);
|
||||
}
|
||||
else{
|
||||
@ -2420,7 +2420,7 @@ uint32 Client::GetEquipmentColor(uint8 material_slot) const
|
||||
|
||||
const Item_Struct *item = database.GetItem(GetEquipment(material_slot));
|
||||
if(item != nullptr)
|
||||
return ((m_pp.item_tint[material_slot].rgb.use_tint) ? m_pp.item_tint[material_slot].color : item->Color);
|
||||
return ((m_pp.item_tint[material_slot].RGB.UseTint) ? m_pp.item_tint[material_slot].Color : item->Color);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
18
zone/mob.cpp
18
zone/mob.cpp
@ -961,10 +961,10 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
|
||||
// Only Player Races Wear Armor
|
||||
if (Mob::IsPlayerRace(race) || i > 6)
|
||||
{
|
||||
ns->spawn.equipment[i].material = GetEquipmentMaterial(i);
|
||||
ns->spawn.equipment[i].elitematerial = IsEliteMaterialItem(i);
|
||||
ns->spawn.equipment[i].heroforgemodel = GetHerosForgeModel(i);
|
||||
ns->spawn.colors[i].color = GetEquipmentColor(i);
|
||||
ns->spawn.equipment[i].Material = GetEquipmentMaterial(i);
|
||||
ns->spawn.equipment[i].EliteMaterial = IsEliteMaterialItem(i);
|
||||
ns->spawn.equipment[i].HeroForgeModel = GetHerosForgeModel(i);
|
||||
ns->spawn.colors[i].Color = GetEquipmentColor(i);
|
||||
}
|
||||
}
|
||||
|
||||
@ -2562,7 +2562,7 @@ void Mob::SendWearChange(uint8 material_slot)
|
||||
wc->material = GetEquipmentMaterial(material_slot);
|
||||
wc->elite_material = IsEliteMaterialItem(material_slot);
|
||||
wc->hero_forge_model = GetHerosForgeModel(material_slot);
|
||||
wc->color.color = GetEquipmentColor(material_slot);
|
||||
wc->color.Color = GetEquipmentColor(material_slot);
|
||||
wc->wear_slot_id = material_slot;
|
||||
|
||||
entity_list.QueueClients(this, outapp);
|
||||
@ -2577,9 +2577,9 @@ void Mob::SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model, uin
|
||||
wc->spawn_id = this->GetID();
|
||||
wc->material = texture;
|
||||
if (this->IsClient())
|
||||
wc->color.color = GetEquipmentColor(slot);
|
||||
wc->color.Color = GetEquipmentColor(slot);
|
||||
else
|
||||
wc->color.color = this->GetArmorTint(slot);
|
||||
wc->color.Color = this->GetArmorTint(slot);
|
||||
wc->wear_slot_id = slot;
|
||||
|
||||
wc->unknown06 = unknown06;
|
||||
@ -2607,7 +2607,7 @@ void Mob::SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uin
|
||||
wc->spawn_id = this->GetID();
|
||||
wc->material = GetEquipmentMaterial(material_slot);
|
||||
wc->hero_forge_model = GetHerosForgeModel(material_slot);
|
||||
wc->color.color = color;
|
||||
wc->color.Color = color;
|
||||
wc->wear_slot_id = material_slot;
|
||||
|
||||
entity_list.QueueClients(this, outapp);
|
||||
@ -2624,7 +2624,7 @@ void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color, uint32 h
|
||||
wc->spawn_id = this->GetID();
|
||||
wc->material = texture;
|
||||
wc->hero_forge_model = hero_forge_model;
|
||||
wc->color.color = color;
|
||||
wc->color.Color = color;
|
||||
wc->wear_slot_id = material_slot;
|
||||
|
||||
entity_list.QueueClients(this, outapp);
|
||||
|
||||
@ -1167,10 +1167,10 @@ bool ZoneDatabase::LoadCharacterMaterialColor(uint32 character_id, PlayerProfile
|
||||
for (auto row = results.begin(); row != results.end(); ++row) {
|
||||
r = 0;
|
||||
i = atoi(row[r]); /* Slot */ r++;
|
||||
pp->item_tint[i].rgb.blue = atoi(row[r]); r++;
|
||||
pp->item_tint[i].rgb.green = atoi(row[r]); r++;
|
||||
pp->item_tint[i].rgb.red = atoi(row[r]); r++;
|
||||
pp->item_tint[i].rgb.use_tint = atoi(row[r]);
|
||||
pp->item_tint[i].RGB.Blue = atoi(row[r]); r++;
|
||||
pp->item_tint[i].RGB.Green = atoi(row[r]); r++;
|
||||
pp->item_tint[i].RGB.Red = atoi(row[r]); r++;
|
||||
pp->item_tint[i].RGB.UseTint = atoi(row[r]);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@ -3546,9 +3546,9 @@ uint32 ZoneDatabase::UpdateCharacterCorpse(uint32 db_id, uint32 char_id, const c
|
||||
dbpc->plat, dbpc->haircolor, dbpc->beardcolor, dbpc->eyecolor1,
|
||||
dbpc->eyecolor2, dbpc->hairstyle, dbpc->face, dbpc->beard,
|
||||
dbpc->drakkin_heritage, dbpc->drakkin_tattoo, dbpc->drakkin_details,
|
||||
dbpc->item_tint[0].color, dbpc->item_tint[1].color, dbpc->item_tint[2].color,
|
||||
dbpc->item_tint[3].color, dbpc->item_tint[4].color, dbpc->item_tint[5].color,
|
||||
dbpc->item_tint[6].color, dbpc->item_tint[7].color, dbpc->item_tint[8].color,
|
||||
dbpc->item_tint[0].Color, dbpc->item_tint[1].Color, dbpc->item_tint[2].Color,
|
||||
dbpc->item_tint[3].Color, dbpc->item_tint[4].Color, dbpc->item_tint[5].Color,
|
||||
dbpc->item_tint[6].Color, dbpc->item_tint[7].Color, dbpc->item_tint[8].Color,
|
||||
db_id);
|
||||
auto results = QueryDatabase(query);
|
||||
|
||||
@ -3639,15 +3639,15 @@ uint32 ZoneDatabase::SaveCharacterCorpse(uint32 charid, const char* charname, ui
|
||||
dbpc->drakkin_heritage,
|
||||
dbpc->drakkin_tattoo,
|
||||
dbpc->drakkin_details,
|
||||
dbpc->item_tint[0].color,
|
||||
dbpc->item_tint[1].color,
|
||||
dbpc->item_tint[2].color,
|
||||
dbpc->item_tint[3].color,
|
||||
dbpc->item_tint[4].color,
|
||||
dbpc->item_tint[5].color,
|
||||
dbpc->item_tint[6].color,
|
||||
dbpc->item_tint[7].color,
|
||||
dbpc->item_tint[8].color
|
||||
dbpc->item_tint[0].Color,
|
||||
dbpc->item_tint[1].Color,
|
||||
dbpc->item_tint[2].Color,
|
||||
dbpc->item_tint[3].Color,
|
||||
dbpc->item_tint[4].Color,
|
||||
dbpc->item_tint[5].Color,
|
||||
dbpc->item_tint[6].Color,
|
||||
dbpc->item_tint[7].Color,
|
||||
dbpc->item_tint[8].Color
|
||||
);
|
||||
auto results = QueryDatabase(query);
|
||||
uint32 last_insert_id = results.LastInsertedID();
|
||||
@ -3819,15 +3819,15 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
|
||||
pcs->drakkin_heritage = atoul(row[i++]); // drakkin_heritage,
|
||||
pcs->drakkin_tattoo = atoul(row[i++]); // drakkin_tattoo,
|
||||
pcs->drakkin_details = atoul(row[i++]); // drakkin_details,
|
||||
pcs->item_tint[0].color = atoul(row[i++]); // wc_1,
|
||||
pcs->item_tint[1].color = atoul(row[i++]); // wc_2,
|
||||
pcs->item_tint[2].color = atoul(row[i++]); // wc_3,
|
||||
pcs->item_tint[3].color = atoul(row[i++]); // wc_4,
|
||||
pcs->item_tint[4].color = atoul(row[i++]); // wc_5,
|
||||
pcs->item_tint[5].color = atoul(row[i++]); // wc_6,
|
||||
pcs->item_tint[6].color = atoul(row[i++]); // wc_7,
|
||||
pcs->item_tint[7].color = atoul(row[i++]); // wc_8,
|
||||
pcs->item_tint[8].color = atoul(row[i++]); // wc_9
|
||||
pcs->item_tint[0].Color = atoul(row[i++]); // wc_1,
|
||||
pcs->item_tint[1].Color = atoul(row[i++]); // wc_2,
|
||||
pcs->item_tint[2].Color = atoul(row[i++]); // wc_3,
|
||||
pcs->item_tint[3].Color = atoul(row[i++]); // wc_4,
|
||||
pcs->item_tint[4].Color = atoul(row[i++]); // wc_5,
|
||||
pcs->item_tint[5].Color = atoul(row[i++]); // wc_6,
|
||||
pcs->item_tint[6].Color = atoul(row[i++]); // wc_7,
|
||||
pcs->item_tint[7].Color = atoul(row[i++]); // wc_8,
|
||||
pcs->item_tint[8].Color = atoul(row[i++]); // wc_9
|
||||
}
|
||||
query = StringFormat(
|
||||
"SELECT \n"
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user