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[Feature] Add Support for item textures higher than 65,535 (#3494)
* [Feature] Add Support for item textures higher than 65,535 # Notes - We were previously using `uint16` which has a max of `65,535`, but some of the new Live textures that are being used have values way beyond this. - Updates quest API, commands, and database tables that also used `uint16`. * Update version.h
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@@ -350,7 +350,7 @@ public:
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int GetClosestWaypoint(const glm::vec3& location);
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uint32 GetEquippedItemFromTextureSlot(uint8 material_slot) const; // returns item id
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int32 GetEquipmentMaterial(uint8 material_slot) const;
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uint32 GetEquipmentMaterial(uint8 material_slot) const;
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void NextGuardPosition();
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void SaveGuardSpot(bool ClearGuardSpot = false);
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@@ -452,7 +452,7 @@ public:
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bool GetDepop() { return p_depop; }
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void NPCSlotTexture(uint8 slot, uint16 texture); // Sets new material values for slots
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void NPCSlotTexture(uint8 slot, uint32 texture); // Sets new material values for slots
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uint32 GetAdventureTemplate() const { return adventure_template_id; }
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void AddSpellToNPCList(int16 iPriority, uint16 iSpellID, uint32 iType, int16 iManaCost, int32 iRecastDelay, int16 iResistAdjust, int8 min_hp, int8 max_hp);
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@@ -648,9 +648,9 @@ protected:
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uint32 equipment[EQ::invslot::EQUIPMENT_COUNT]; //this is an array of item IDs
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uint32 herosforgemodel; //this is the Hero Forge Armor Model (i.e 63 or 84 or 203)
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uint16 d_melee_texture1;
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uint32 d_melee_texture1;
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//this is an item Material value
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uint16 d_melee_texture2; //this is an item Material value (offhand)
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uint32 d_melee_texture2; //this is an item Material value (offhand)
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const char* ammo_idfile; //this determines projectile graphic "IT###" (see item field 'idfile')
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uint8 prim_melee_type; //Sets the Primary Weapon attack message and animation
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uint8 sec_melee_type; //Sets the Secondary Weapon attack message and animation
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