mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Pre-purposed clean-up
This commit is contained in:
+51
-68
@@ -124,83 +124,66 @@ struct LDoNTrapTemplate
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///////////////////////////////////////////////////////////////////////////////
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/*
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** Color_Struct
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** Size: 4 bytes
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** Used for convenience
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** Merth: Gave struct a name so gcc 2.96 would compile
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**
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*/
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// All clients translate the character select information to some degree
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struct Color_Struct
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{
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union
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{
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struct
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{
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uint8 blue;
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uint8 green;
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uint8 red;
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uint8 use_tint; // if there's a tint this is FF
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} rgb;
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uint32 color;
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union {
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struct {
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uint8 Blue;
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uint8 Green;
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uint8 Red;
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uint8 UseTint; // if there's a tint this is FF
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} RGB;
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uint32 Color;
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};
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};
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/*
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* Visible equiptment.
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* Size: 20 Octets
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*/
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struct EquipStruct {
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/*00*/ uint32 material;
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/*04*/ uint32 unknown1;
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/*08*/ uint32 elitematerial;
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/*12*/ uint32 heroforgemodel;
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/*16*/ uint32 material2; // Same as material?
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/*20*/
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struct EquipStruct
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{
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uint32 Material;
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uint32 Unknown1;
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uint32 EliteMaterial;
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uint32 HeroForgeModel;
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uint32 Material2; // Same as material?
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};
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struct CharSelectEquip {
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uint32 material;
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uint32 unknown1;
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uint32 elitematerial;
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uint32 heroforgemodel;
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uint32 material2;
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Color_Struct color;
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struct CharSelectEquip
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{
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uint32 Material;
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uint32 Unknown1;
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uint32 EliteMaterial;
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uint32 HeroForgeModel;
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uint32 Material2;
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Color_Struct Color;
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};
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/*
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** Character Selection Struct
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** Length: 1704 Bytes
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**
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*/
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struct CharacterSelect_Struct {
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/*0000*/ uint32 race[10]; // Characters Race
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/*0040*/ //Color_Struct cs_colors[10][9]; // Characters Equipment Colors
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/*0400*/ uint8 beardcolor[10]; // Characters beard Color
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/*0410*/ uint8 hairstyle[10]; // Characters hair style
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/*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)
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/*0000*/ CharSelectEquip equip[10][9];
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/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
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/*0820*/ uint32 drakkin_heritage[10]; // added for SoF
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/*0860*/ uint32 drakkin_tattoo[10]; // added for SoF
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/*0900*/ uint32 drakkin_details[10]; // added for SoF
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/*0940*/ uint32 deity[10]; // Characters Deity
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/*0980*/ uint8 gohome[10]; // 1=Go Home available, 0=not
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/*0990*/ uint8 tutorial[10]; // 1=Tutorial available, 0=not
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/*1000*/ uint8 beard[10]; // Characters Beard Type
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/*1010*/ uint8 unknown902[10]; // 10x ff
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/*1020*/ uint32 primary[10]; // Characters primary IDFile number
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/*1060*/ uint8 haircolor[10]; // Characters Hair Color
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/*1070*/ uint8 unknown0962[2]; // 2x 00
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/*1072*/ uint32 zone[10]; // Characters Current Zone
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/*1112*/ uint8 class_[10]; // Characters Classes
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/*1022*/ uint8 face[10]; // Characters Face Type
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/*1032*/ char name[10][64]; // Characters Names
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/*1672*/ uint8 gender[10]; // Characters Gender
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/*1682*/ uint8 eyecolor1[10]; // Characters Eye Color
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/*1692*/ uint8 eyecolor2[10]; // Characters Eye 2 Color
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/*1702*/ uint8 level[10]; // Characters Levels
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/*1712*/
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struct CharacterSelect_Struct
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{
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uint32 Race[10]; // Characters Race
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uint8 BeardColor[10]; // Characters beard Color
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uint8 HairStyle[10]; // Characters hair style
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CharSelectEquip Equip[10][9];
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uint32 Secondary[10]; // Characters secondary IDFile number
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uint32 DrakkinHeritage[10]; // added for SoF
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uint32 DrakkinTattoo[10]; // added for SoF
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uint32 DrakkinDetails[10]; // added for SoF
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uint32 Deity[10]; // Characters Deity
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uint8 GoHome[10]; // 1=Go Home available, 0=not
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uint8 Tutorial[10]; // 1=Tutorial available, 0=not
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uint8 Beard[10]; // Characters Beard Type
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uint8 Unknown902[10]; // 10x ff
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uint32 Primary[10]; // Characters primary IDFile number
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uint8 HairColor[10]; // Characters Hair Color
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uint8 Unknown0962[2]; // 2x 00
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uint32 Zone[10]; // Characters Current Zone
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uint8 Class_[10]; // Characters Classes
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uint8 Face[10]; // Characters Face Type
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char Name[10][64]; // Characters Names
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uint8 Gender[10]; // Characters Gender
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uint8 EyeColor1[10]; // Characters Eye Color
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uint8 EyeColor2[10]; // Characters Eye 2 Color
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uint8 Level[10]; // Characters Levels
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};
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/*
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+52
-52
@@ -2043,7 +2043,7 @@ namespace RoF
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for (int r = 0; r < 7; r++)
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{
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outapp->WriteUInt32(emu->item_tint[r].color);
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outapp->WriteUInt32(emu->item_tint[r].Color);
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}
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// Write zeroes for extra two tint values
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outapp->WriteUInt32(0);
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@@ -2053,7 +2053,7 @@ namespace RoF
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for (int r = 0; r < 7; r++)
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{
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outapp->WriteUInt32(emu->item_tint[r].color);
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outapp->WriteUInt32(emu->item_tint[r].Color);
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}
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// Write zeroes for extra two tint values
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outapp->WriteUInt32(0);
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@@ -2906,11 +2906,11 @@ namespace RoF
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int char_count;
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int namelen = 0;
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for (char_count = 0; char_count < 10; char_count++) {
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if (emu->name[char_count][0] == '\0')
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if (emu->Name[char_count][0] == '\0')
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break;
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if (strcmp(emu->name[char_count], "<none>") == 0)
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if (strcmp(emu->Name[char_count], "<none>") == 0)
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break;
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namelen += strlen(emu->name[char_count]);
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namelen += strlen(emu->Name[char_count]);
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}
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int total_length = sizeof(structs::CharacterSelect_Struct)
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@@ -2922,58 +2922,58 @@ namespace RoF
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//unsigned char *eq_buffer = new unsigned char[total_length];
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//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
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eq->char_count = char_count;
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eq->CharCount = char_count;
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//eq->total_chars = 10;
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unsigned char *bufptr = (unsigned char *)eq->entries;
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unsigned char *bufptr = (unsigned char *)eq->Entries;
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int r;
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for (r = 0; r < char_count; r++) {
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{ //pre-name section...
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structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
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memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
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memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
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}
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//adjust for name.
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bufptr += strlen(emu->name[r]);
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bufptr += strlen(emu->Name[r]);
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{ //post-name section...
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structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
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eq2->class_ = emu->class_[r];
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eq2->race = emu->race[r];
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eq2->level = emu->level[r];
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eq2->class_2 = emu->class_[r];
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eq2->race2 = emu->race[r];
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eq2->zone = emu->zone[r];
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eq2->instance = 0;
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eq2->gender = emu->gender[r];
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eq2->face = emu->face[r];
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eq2->Class_ = emu->Class_[r];
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eq2->Race = emu->Race[r];
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eq2->Level = emu->Level[r];
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eq2->Class_2 = emu->Class_[r];
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eq2->Race2 = emu->Race[r];
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eq2->Zone = emu->Zone[r];
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eq2->Instance = 0;
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eq2->Gender = emu->Gender[r];
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eq2->Face = emu->Face[r];
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int k;
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for (k = 0; k < _MaterialCount; k++) {
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eq2->equip[k].material = emu->equip[r][k].material;
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eq2->equip[k].unknown1 = emu->equip[r][k].unknown1;
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eq2->equip[k].elitematerial = emu->equip[r][k].elitematerial;
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eq2->equip[k].heroforgemodel = emu->equip[r][k].heroforgemodel;
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eq2->equip[k].material2 = emu->equip[r][k].material2;
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eq2->equip[k].color.color = emu->equip[r][k].color.color;
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eq2->Equip[k].Material = emu->Equip[r][k].Material;
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eq2->Equip[k].Unknown1 = emu->Equip[r][k].Unknown1;
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eq2->Equip[k].EliteMaterial = emu->Equip[r][k].EliteMaterial;
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eq2->Equip[k].HeroForgeModel = emu->Equip[r][k].HeroForgeModel;
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eq2->Equip[k].Material2 = emu->Equip[r][k].Material2;
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eq2->Equip[k].Color.Color = emu->Equip[r][k].Color.Color;
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}
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eq2->u15 = 0xff;
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eq2->u19 = 0xFF;
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eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
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eq2->drakkin_details = emu->drakkin_details[r];
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eq2->deity = emu->deity[r];
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eq2->primary = emu->primary[r];
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eq2->secondary = emu->secondary[r];
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eq2->haircolor = emu->haircolor[r];
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eq2->beardcolor = emu->beardcolor[r];
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eq2->eyecolor1 = emu->eyecolor1[r];
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eq2->eyecolor2 = emu->eyecolor2[r];
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eq2->hairstyle = emu->hairstyle[r];
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eq2->beard = emu->beard[r];
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eq2->char_enabled = 1;
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eq2->tutorial = emu->tutorial[r];
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eq2->drakkin_heritage = emu->drakkin_heritage[r];
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eq2->unknown1 = 0;
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eq2->gohome = emu->gohome[r];
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eq2->Unknown15 = 0xFF;
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eq2->Uknown19 = 0xFF;
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eq2->DrakkinTattoo = emu->DrakkinTattoo[r];
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eq2->DrakkinDetails = emu->DrakkinDetails[r];
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eq2->Deity = emu->Deity[r];
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eq2->Primary = emu->Primary[r];
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eq2->Secondary = emu->Secondary[r];
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eq2->HairColor = emu->HairColor[r];
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eq2->BeardColor = emu->BeardColor[r];
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eq2->EyeColor1 = emu->EyeColor1[r];
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eq2->EyeColor2 = emu->EyeColor2[r];
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eq2->HairStyle = emu->HairStyle[r];
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eq2->Beard = emu->Beard[r];
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eq2->CharEnabled = 1;
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eq2->Tutorial = emu->Tutorial[r];
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eq2->DrakkinHeritage = emu->DrakkinHeritage[r];
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eq2->Unknown1 = 0;
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eq2->GoHome = emu->GoHome[r];
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eq2->LastLogin = 1212696584;
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eq2->unknown2 = 0;
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eq2->Unknown2 = 0;
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}
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bufptr += sizeof(structs::CharacterSelectEntry_Struct);
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}
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@@ -3639,7 +3639,7 @@ namespace RoF
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OUT(elite_material);
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OUT(hero_forge_model);
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OUT(unknown18);
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OUT(color.color);
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OUT(color.Color);
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OUT(wear_slot_id);
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FINISH_ENCODE();
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@@ -3950,18 +3950,18 @@ namespace RoF
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for (k = 0; k < 9; ++k)
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{
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{
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].color);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->colors[k].Color);
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}
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}
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structs::EquipStruct *Equipment = (structs::EquipStruct *)Buffer;
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for (k = 0; k < 9; k++) {
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Equipment[k].material = emu->equipment[k].material;
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Equipment[k].unknown1 = emu->equipment[k].unknown1;
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Equipment[k].elitematerial = emu->equipment[k].elitematerial;
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Equipment[k].heroforgemodel = emu->equipment[k].heroforgemodel;
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Equipment[k].material2 = emu->equipment[k].material2;
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Equipment[k].Material = emu->equipment[k].Material;
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Equipment[k].Unknown1 = emu->equipment[k].Unknown1;
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Equipment[k].EliteMaterial = emu->equipment[k].EliteMaterial;
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Equipment[k].HeroForgeModel = emu->equipment[k].HeroForgeModel;
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Equipment[k].Material2 = emu->equipment[k].Material2;
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}
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Buffer += (sizeof(structs::EquipStruct) * 9);
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@@ -3974,13 +3974,13 @@ namespace RoF
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialPrimary].Material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[MaterialSecondary].Material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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+52
-52
@@ -2118,7 +2118,7 @@ namespace RoF2
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for (int r = 0; r < 7; r++)
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{
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outapp->WriteUInt32(emu->item_tint[r].color);
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outapp->WriteUInt32(emu->item_tint[r].Color);
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}
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// Write zeroes for extra two tint values
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outapp->WriteUInt32(0);
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@@ -2128,7 +2128,7 @@ namespace RoF2
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for (int r = 0; r < 7; r++)
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{
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outapp->WriteUInt32(emu->item_tint[r].color);
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outapp->WriteUInt32(emu->item_tint[r].Color);
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}
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// Write zeroes for extra two tint values
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outapp->WriteUInt32(0);
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@@ -2990,11 +2990,11 @@ namespace RoF2
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int char_count;
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int namelen = 0;
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for (char_count = 0; char_count < 10; char_count++) {
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if (emu->name[char_count][0] == '\0')
|
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if (emu->Name[char_count][0] == '\0')
|
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break;
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if (strcmp(emu->name[char_count], "<none>") == 0)
|
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if (strcmp(emu->Name[char_count], "<none>") == 0)
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break;
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namelen += strlen(emu->name[char_count]);
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namelen += strlen(emu->Name[char_count]);
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}
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int total_length = sizeof(structs::CharacterSelect_Struct)
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@@ -3006,58 +3006,58 @@ namespace RoF2
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//unsigned char *eq_buffer = new unsigned char[total_length];
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//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
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eq->char_count = char_count;
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eq->CharCount = char_count;
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//eq->total_chars = 10;
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unsigned char *bufptr = (unsigned char *)eq->entries;
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unsigned char *bufptr = (unsigned char *)eq->Entries;
|
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int r;
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for (r = 0; r < char_count; r++) {
|
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{ //pre-name section...
|
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structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
|
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memcpy(eq2->name, emu->name[r], strlen(emu->name[r]) + 1);
|
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memcpy(eq2->Name, emu->Name[r], strlen(emu->Name[r]) + 1);
|
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}
|
||||
//adjust for name.
|
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bufptr += strlen(emu->name[r]);
|
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bufptr += strlen(emu->Name[r]);
|
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{ //post-name section...
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structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
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eq2->class_ = emu->class_[r];
|
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eq2->race = emu->race[r];
|
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eq2->level = emu->level[r];
|
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eq2->class_2 = emu->class_[r];
|
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eq2->race2 = emu->race[r];
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eq2->zone = emu->zone[r];
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eq2->instance = 0;
|
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eq2->gender = emu->gender[r];
|
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eq2->face = emu->face[r];
|
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eq2->Class_ = emu->Class_[r];
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eq2->Race = emu->Race[r];
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eq2->Level = emu->Level[r];
|
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eq2->Class_2 = emu->Class_[r];
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eq2->Race2 = emu->Race[r];
|
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eq2->Zone = emu->Zone[r];
|
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eq2->Instance = 0;
|
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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;
|
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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
|
||||
|
||||
+46
-46
@@ -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*/
|
||||
};
|
||||
|
||||
|
||||
+45
-45
@@ -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*/
|
||||
};
|
||||
|
||||
|
||||
+29
-29
@@ -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*/
|
||||
};
|
||||
|
||||
|
||||
+46
-46
@@ -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;
|
||||
|
||||
+52
-50
@@ -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*/
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user