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https://github.com/EQEmu/Server.git
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Pre-purposed clean-up
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+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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