mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
This commit is contained in:
@@ -68,6 +68,7 @@ SET(common_sources
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struct_strategy.cpp
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tcp_connection.cpp
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tcp_server.cpp
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textures.cpp
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timeoutmgr.cpp
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timer.cpp
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unix.cpp
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@@ -199,6 +200,7 @@ SET(common_headers
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tcp_basic_server.h
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tcp_connection.h
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tcp_server.h
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textures.h
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timeoutmgr.h
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timer.h
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types.h
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@@ -186,7 +186,7 @@ namespace Convert {
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/*002*/ uint32 HP;
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/*006*/ uint32 Mana;
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/*010*/ Convert::SpellBuff_Struct Buffs[BUFF_COUNT];
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/*510*/ uint32 Items[EQEmu::legacy::MaterialCount];
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/*510*/ uint32 Items[EQEmu::textures::TextureCount];
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/*546*/ char Name[64];
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/*610*/
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};
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@@ -227,9 +227,9 @@ namespace Convert {
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/*0304*/ uint8 ability_time_minutes;
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/*0305*/ uint8 ability_time_hours; //place holder
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/*0306*/ uint8 unknown0306[6]; // @bp Spacer/Flag?
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/*0312*/ uint32 item_material[EQEmu::legacy::MaterialCount]; // Item texture/material of worn/held items
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/*0312*/ uint32 item_material[EQEmu::textures::TextureCount]; // Item texture/material of worn/held items
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/*0348*/ uint8 unknown0348[44];
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/*0392*/ Convert::Color_Struct item_tint[EQEmu::legacy::MaterialCount];
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/*0392*/ Convert::Color_Struct item_tint[EQEmu::textures::TextureCount];
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/*0428*/ Convert::AA_Array aa_array[MAX_PP_AA_ARRAY];
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/*2348*/ float unknown2384; //seen ~128, ~47
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/*2352*/ char servername[32]; // length probably not right
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@@ -1416,7 +1416,7 @@ bool Database::CheckDatabaseConvertPPDeblob(){
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if (rquery != ""){ results = QueryDatabase(rquery); }
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/* Run Material Color Convert */
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first_entry = 0; rquery = "";
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for (i = 0; i < EQEmu::legacy::MaterialCount; i++){
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for (i = 0; i < EQEmu::textures::TextureCount; i++){
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if (pp->item_tint[i].color > 0){
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if (first_entry != 1){
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rquery = StringFormat("REPLACE INTO `character_material` (id, slot, blue, green, red, use_tint, color) VALUES (%u, %u, %u, %u, %u, %u, %u)", character_id, i, pp->item_tint[i].rgb.blue, pp->item_tint[i].rgb.green, pp->item_tint[i].rgb.red, pp->item_tint[i].rgb.use_tint, pp->item_tint[i].color);
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@@ -163,20 +163,6 @@ namespace EQEmu
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SlotCount
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};
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enum MaterialSlots : uint8 {
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MaterialHead = 0,
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MaterialChest,
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MaterialArms,
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MaterialWrist,
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MaterialHands,
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MaterialLegs, // 5
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MaterialFeet,
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MaterialPrimary,
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MaterialSecondary,
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MaterialCount,
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MaterialInvalid = 255
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};
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// these are currently hard-coded for existing inventory system..do not use in place of special client version handlers until ready
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static const uint16 TYPE_POSSESSIONS_SIZE = SlotCount;
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static const uint16 TYPE_BANK_SIZE = 24;
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@@ -251,11 +237,6 @@ namespace EQEmu
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static const int16 CORPSE_BEGIN = 22;
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//static const int16 CORPSE_END = RoF::consts::CORPSE_END; // not ready for use
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static const int16 MATERIAL_BEGIN = MaterialHead;
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static const int16 MATERIAL_END = MaterialSecondary;
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static const int16 MATERIAL_TINT_END = MaterialFeet;
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static const int16 MATERIAL_SIZE = MaterialCount;
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// items
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// common and container sizes will not increase until the new 'location' struct is implemented
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static const uint16 ITEM_COMMON_SIZE = 6;//RoF::consts::ITEM_COMMON_SIZE;
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@@ -26,6 +26,7 @@
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#include <time.h>
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#include "../common/version.h"
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#include "emu_constants.h"
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#include "textures.h"
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static const uint32 BUFF_COUNT = 25;
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@@ -293,7 +294,7 @@ struct Spawn_Struct {
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/*0000*/ EquipStruct equip_primary; // Equipment: Main visual
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/*0000*/ EquipStruct equip_secondary; // Equipment: Off visual
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} equip;
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/*0000*/ EquipStruct equipment[EQEmu::legacy::MaterialCount];
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/*0000*/ EquipStruct equipment[EQEmu::textures::TextureCount];
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};
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/*0233*/ float runspeed; // Speed when running
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/*0036*/ uint8 afk; // 0=no, 1=afk
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@@ -339,7 +340,7 @@ union
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/*0376*/ Color_Struct color_primary; // Color of primary item
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/*0380*/ Color_Struct color_secondary; // Color of secondary item
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} equipment_colors;
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/*0348*/ Color_Struct colors[EQEmu::legacy::MaterialCount]; // Array elements correspond to struct equipment_colors above
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/*0348*/ Color_Struct colors[EQEmu::textures::TextureCount]; // Array elements correspond to struct equipment_colors above
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};
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/*0384*/ uint8 lfg; // 0=off, 1=lfg on
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/*0385*/
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@@ -881,7 +882,7 @@ struct SuspendedMinion_Struct
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/*002*/ uint32 HP;
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/*006*/ uint32 Mana;
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/*010*/ SpellBuff_Struct Buffs[BUFF_COUNT];
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/*510*/ uint32 Items[EQEmu::legacy::MaterialCount];
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/*510*/ uint32 Items[EQEmu::textures::TextureCount];
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/*546*/ char Name[64];
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/*610*/
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};
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@@ -989,9 +990,9 @@ struct PlayerProfile_Struct
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/*0304*/ uint8 ability_time_minutes;
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/*0305*/ uint8 ability_time_hours; //place holder
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/*0306*/ uint8 unknown0306[6]; // @bp Spacer/Flag?
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/*0312*/ uint32 item_material[EQEmu::legacy::MaterialCount]; // Item texture/material of worn/held items
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/*0312*/ uint32 item_material[EQEmu::textures::TextureCount]; // Item texture/material of worn/held items
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/*0348*/ uint8 unknown0348[44];
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/*0392*/ Color_Struct item_tint[EQEmu::legacy::MaterialCount];
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/*0392*/ Color_Struct item_tint[EQEmu::textures::TextureCount];
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/*0428*/ AA_Array aa_array[MAX_PP_AA_ARRAY];
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/*2348*/ float unknown2384; //seen ~128, ~47
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/*2352*/ char servername[32]; // length probably not right
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@@ -2145,7 +2146,7 @@ struct Illusion_Struct { //size: 256 - SoF
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/*092*/ uint32 drakkin_heritage; //
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/*096*/ uint32 drakkin_tattoo; //
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/*100*/ uint32 drakkin_details; //
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/*104*/ uint32 armor_tint[EQEmu::legacy::MaterialCount]; //
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/*104*/ uint32 armor_tint[EQEmu::textures::TextureCount]; //
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/*140*/ uint8 eyecolor1; // Field Not Identified in any Illusion Struct
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/*141*/ uint8 eyecolor2; // Field Not Identified in any Illusion Struct
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/*142*/ uint8 unknown138[114]; //
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@@ -3432,7 +3433,7 @@ struct DyeStruct
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struct Color_Struct secondary; // or this
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}
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dyes;
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struct Color_Struct dye[EQEmu::legacy::MaterialCount];
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struct Color_Struct dye[EQEmu::textures::TextureCount];
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};
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};
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+1
-1
@@ -40,7 +40,7 @@ struct ExtendedProfile_Struct {
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uint16 old_pet_hp; /* Not Used */
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uint16 old_pet_mana; /* Not Used */
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SpellBuff_Struct pet_buffs[BUFF_COUNT]; /* Not Used */
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uint32 pet_items[EQEmu::legacy::MaterialCount]; /* Not Used */
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uint32 pet_items[EQEmu::textures::TextureCount]; /* Not Used */
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char merc_name[64]; /* Used */
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uint32 aa_effects; /* Used */
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+19
-19
@@ -852,23 +852,23 @@ int16 Inventory::CalcSlotFromMaterial(uint8 material)
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{
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switch (material)
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{
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case EQEmu::legacy::MaterialHead:
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case EQEmu::textures::TextureHead:
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return EQEmu::legacy::SlotHead;
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case EQEmu::legacy::MaterialChest:
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case EQEmu::textures::TextureChest:
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return EQEmu::legacy::SlotChest;
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case EQEmu::legacy::MaterialArms:
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case EQEmu::textures::TextureArms:
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return EQEmu::legacy::SlotArms;
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case EQEmu::legacy::MaterialWrist:
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case EQEmu::textures::TextureWrist:
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return EQEmu::legacy::SlotWrist1; // there's 2 bracers, only one bracer material
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case EQEmu::legacy::MaterialHands:
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case EQEmu::textures::TextureHands:
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return EQEmu::legacy::SlotHands;
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case EQEmu::legacy::MaterialLegs:
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case EQEmu::textures::TextureLegs:
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return EQEmu::legacy::SlotLegs;
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case EQEmu::legacy::MaterialFeet:
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case EQEmu::textures::TextureFeet:
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return EQEmu::legacy::SlotFeet;
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case EQEmu::legacy::MaterialPrimary:
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case EQEmu::textures::TexturePrimary:
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return EQEmu::legacy::SlotPrimary;
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case EQEmu::legacy::MaterialSecondary:
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case EQEmu::textures::TextureSecondary:
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return EQEmu::legacy::SlotSecondary;
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default:
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return INVALID_INDEX;
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@@ -880,26 +880,26 @@ uint8 Inventory::CalcMaterialFromSlot(int16 equipslot)
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switch (equipslot)
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{
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case EQEmu::legacy::SlotHead:
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return EQEmu::legacy::MaterialHead;
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return EQEmu::textures::TextureHead;
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case EQEmu::legacy::SlotChest:
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return EQEmu::legacy::MaterialChest;
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return EQEmu::textures::TextureChest;
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case EQEmu::legacy::SlotArms:
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return EQEmu::legacy::MaterialArms;
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return EQEmu::textures::TextureArms;
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case EQEmu::legacy::SlotWrist1:
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//case SLOT_BRACER02: // non-live behavior
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return EQEmu::legacy::MaterialWrist;
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return EQEmu::textures::TextureWrist;
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case EQEmu::legacy::SlotHands:
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return EQEmu::legacy::MaterialHands;
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return EQEmu::textures::TextureHands;
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case EQEmu::legacy::SlotLegs:
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return EQEmu::legacy::MaterialLegs;
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return EQEmu::textures::TextureLegs;
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case EQEmu::legacy::SlotFeet:
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return EQEmu::legacy::MaterialFeet;
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return EQEmu::textures::TextureFeet;
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case EQEmu::legacy::SlotPrimary:
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return EQEmu::legacy::MaterialPrimary;
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return EQEmu::textures::TexturePrimary;
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case EQEmu::legacy::SlotSecondary:
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return EQEmu::legacy::MaterialSecondary;
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return EQEmu::textures::TextureSecondary;
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default:
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return EQEmu::legacy::MaterialInvalid;
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return EQEmu::textures::TextureInvalid;
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}
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}
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@@ -3046,7 +3046,7 @@ namespace RoF
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eq_cse->Gender = emu_cse->Gender;
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eq_cse->Face = emu_cse->Face;
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for (int equip_index = 0; equip_index < EQEmu::legacy::MaterialCount; equip_index++) {
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for (int equip_index = 0; equip_index < EQEmu::textures::TextureCount; equip_index++) {
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eq_cse->Equip[equip_index].Material = emu_cse->Equip[equip_index].Material;
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eq_cse->Equip[equip_index].Unknown1 = emu_cse->Equip[equip_index].Unknown1;
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eq_cse->Equip[equip_index].EliteMaterial = emu_cse->Equip[equip_index].EliteMaterial;
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@@ -4110,13 +4110,13 @@ 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[EQEmu::legacy::MaterialPrimary].Material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TexturePrimary].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[EQEmu::legacy::MaterialSecondary].Material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TextureSecondary].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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@@ -3139,7 +3139,7 @@ namespace RoF2
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eq_cse->Gender = emu_cse->Gender;
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eq_cse->Face = emu_cse->Face;
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for (int equip_index = 0; equip_index < EQEmu::legacy::MaterialCount; equip_index++) {
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for (int equip_index = 0; equip_index < EQEmu::textures::TextureCount; equip_index++) {
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eq_cse->Equip[equip_index].Material = emu_cse->Equip[equip_index].Material;
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eq_cse->Equip[equip_index].Unknown1 = emu_cse->Equip[equip_index].Unknown1;
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eq_cse->Equip[equip_index].EliteMaterial = emu_cse->Equip[equip_index].EliteMaterial;
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@@ -4333,13 +4333,13 @@ namespace RoF2
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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[EQEmu::legacy::MaterialPrimary].Material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TexturePrimary].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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|
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::legacy::MaterialSecondary].Material);
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TextureSecondary].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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@@ -1105,11 +1105,11 @@ union
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/*00184*/ EquipStruct equipment[22]; // Total Slots
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};
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/*00624*/ uint32 equip2_count; // Seen 9
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/*00628*/ EquipStruct equipment2[EQEmu::legacy::MaterialCount]; // Appears to be Visible slots, but all 0s
|
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/*00628*/ EquipStruct equipment2[EQEmu::textures::TextureCount]; // Appears to be Visible slots, but all 0s
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/*00808*/ uint32 tint_count; // Seen 9
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/*00812*/ Color_Struct item_tint[EQEmu::legacy::MaterialCount]; // RR GG BB 00
|
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/*00812*/ Color_Struct item_tint[EQEmu::textures::TextureCount]; // RR GG BB 00
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/*00848*/ uint32 tint_count2; // Seen 9
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/*00852*/ Color_Struct item_tint2[EQEmu::legacy::MaterialCount]; // RR GG BB 00
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/*00852*/ Color_Struct item_tint2[EQEmu::textures::TextureCount]; // RR GG BB 00
|
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/*00888*/ uint8 haircolor; // Player hair color
|
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/*00889*/ uint8 beardcolor; // Player beard color
|
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/*00890*/ uint32 unknown_rof5; //
|
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@@ -1993,7 +1993,7 @@ namespace SoD
|
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eq_cse->HairColor = emu_cse->HairColor;
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eq_cse->Face = emu_cse->Face;
|
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|
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for (int equip_index = 0; equip_index < EQEmu::legacy::MaterialCount; equip_index++) {
|
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for (int equip_index = 0; equip_index < EQEmu::textures::TextureCount; equip_index++) {
|
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eq_cse->Equip[equip_index].Material = emu_cse->Equip[equip_index].Material;
|
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eq_cse->Equip[equip_index].Unknown1 = emu_cse->Equip[equip_index].Unknown1;
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eq_cse->Equip[equip_index].EliteMaterial = emu_cse->Equip[equip_index].EliteMaterial;
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@@ -2773,11 +2773,11 @@ namespace SoD
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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[EQEmu::legacy::MaterialPrimary].Material);
|
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TexturePrimary].Material);
|
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VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::legacy::MaterialSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TextureSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
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||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
}
|
||||
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||||
@@ -1649,7 +1649,7 @@ namespace SoF
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eq_cse->HairColor = emu_cse->HairColor;
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eq_cse->Face = emu_cse->Face;
|
||||
|
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for (int equip_index = 0; equip_index < EQEmu::legacy::MaterialCount; equip_index++) {
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for (int equip_index = 0; equip_index < EQEmu::textures::TextureCount; equip_index++) {
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eq_cse->Equip[equip_index].Material = emu_cse->Equip[equip_index].Material;
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eq_cse->Equip[equip_index].Unknown1 = emu_cse->Equip[equip_index].Unknown1;
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eq_cse->Equip[equip_index].EliteMaterial = emu_cse->Equip[equip_index].EliteMaterial;
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@@ -1223,14 +1223,14 @@ namespace Titanium
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||||
if (eq->Race[char_index] > 473)
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eq->Race[char_index] = 1;
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||||
|
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for (int index = 0; index < EQEmu::legacy::MaterialCount; ++index) {
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for (int index = 0; index < EQEmu::textures::TextureCount; ++index) {
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eq->CS_Colors[char_index][index].Color = emu_cse->Equip[index].Color.Color;
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}
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eq->BeardColor[char_index] = emu_cse->BeardColor;
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eq->HairStyle[char_index] = emu_cse->HairStyle;
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for (int index = 0; index < EQEmu::legacy::MaterialCount; ++index) {
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for (int index = 0; index < EQEmu::textures::TextureCount; ++index) {
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eq->Equip[char_index][index] = emu_cse->Equip[index].Material;
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||||
}
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||||
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@@ -1260,14 +1260,14 @@ namespace Titanium
|
||||
for (; char_index < 10; ++char_index) {
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eq->Race[char_index] = 0;
|
||||
|
||||
for (int index = 0; index < EQEmu::legacy::MaterialCount; ++index) {
|
||||
for (int index = 0; index < EQEmu::textures::TextureCount; ++index) {
|
||||
eq->CS_Colors[char_index][index].Color = 0;
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||||
}
|
||||
|
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eq->BeardColor[char_index] = 0;
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eq->HairStyle[char_index] = 0;
|
||||
|
||||
for (int index = 0; index < EQEmu::legacy::MaterialCount; ++index) {
|
||||
for (int index = 0; index < EQEmu::textures::TextureCount; ++index) {
|
||||
eq->Equip[char_index][index] = 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -2290,7 +2290,7 @@ namespace UF
|
||||
eq_cse->HairColor = emu_cse->HairColor;
|
||||
eq_cse->Face = emu_cse->Face;
|
||||
|
||||
for (int equip_index = 0; equip_index < EQEmu::legacy::MaterialCount; equip_index++) {
|
||||
for (int equip_index = 0; equip_index < EQEmu::textures::TextureCount; equip_index++) {
|
||||
eq_cse->Equip[equip_index].Material = emu_cse->Equip[equip_index].Material;
|
||||
eq_cse->Equip[equip_index].Unknown1 = emu_cse->Equip[equip_index].Unknown1;
|
||||
eq_cse->Equip[equip_index].EliteMaterial = emu_cse->Equip[equip_index].EliteMaterial;
|
||||
@@ -3070,19 +3070,19 @@ namespace UF
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
if (emu->equipment[EQEmu::legacy::MaterialPrimary].Material > 99999) {
|
||||
if (emu->equipment[EQEmu::textures::TexturePrimary].Material > 99999) {
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 63);
|
||||
} else {
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::legacy::MaterialPrimary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TexturePrimary].Material);
|
||||
}
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
if (emu->equipment[EQEmu::legacy::MaterialSecondary].Material > 99999) {
|
||||
if (emu->equipment[EQEmu::textures::TextureSecondary].Material > 99999) {
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 63);
|
||||
} else {
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::legacy::MaterialSecondary].Material);
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, emu->equipment[EQEmu::textures::TextureSecondary].Material);
|
||||
}
|
||||
|
||||
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, 0);
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
/* EQEMu: Everquest Server Emulator
|
||||
|
||||
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; version 2 of the License.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY except by those people which sell it, which
|
||||
are required to give you total support for your newly bought product;
|
||||
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
|
||||
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#include "textures.h"
|
||||
//#include "inventory_slot.h"
|
||||
|
||||
#include <memory> // temp
|
||||
|
||||
|
||||
//int EQEmu::textures::ConvertEquipmentSlotToTextureSlot(int equipment_slot)
|
||||
//{
|
||||
// switch (equipment_slot) {
|
||||
// case inventory::PossessionsHead:
|
||||
// return textures::TextureHead;
|
||||
// case inventory::PossessionsChest:
|
||||
// return textures::TextureChest;
|
||||
// case inventory::PossessionsArms:
|
||||
// return textures::TextureArms;
|
||||
// case inventory::PossessionsWrist1:
|
||||
// return textures::TextureWrist;
|
||||
// case inventory::PossessionsHands:
|
||||
// return textures::TextureHands;
|
||||
// case inventory::PossessionsLegs:
|
||||
// return textures::TextureLegs;
|
||||
// case inventory::PossessionsFeet:
|
||||
// return textures::TextureFeet;
|
||||
// case inventory::PossessionsPrimary:
|
||||
// return textures::TexturePrimary;
|
||||
// case inventory::PossessionsSecondary:
|
||||
// return textures::TextureSecondary;
|
||||
// default:
|
||||
// return textures::TextureInvalid;
|
||||
// }
|
||||
//}
|
||||
|
||||
//int EQEmu::textures::ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot)
|
||||
//{
|
||||
// if (equipment_slot.Type() != inventory::InvTypePossessions || equipment_slot.Bag() != inventory::InvBagInvalid || equipment_slot.Aug() != inventory::InvAugInvalid)
|
||||
// return textures::TextureInvalid;
|
||||
//
|
||||
// return ConvertEquipmentSlotToTextureSlot(equipment_slot.Slot());
|
||||
//}
|
||||
|
||||
//EQEmu::InventorySlot EQEmu::textures::ConvertTextureSlotToEquipmentSlot(int texture_slot)
|
||||
//{
|
||||
// switch (texture_slot) {
|
||||
// case textures::TextureHead:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsHead);
|
||||
// case textures::TextureChest:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsChest);
|
||||
// case textures::TextureArms:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsArms);
|
||||
// case textures::TextureWrist:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsWrist1);
|
||||
// case textures::TextureHands:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsHands);
|
||||
// case textures::TextureLegs:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsLegs);
|
||||
// case textures::TextureFeet:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsFeet);
|
||||
// case textures::TexturePrimary:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsPrimary);
|
||||
// case textures::TextureSecondary:
|
||||
// return EQEmu::InventorySlot(inventory::InvTypePossessions, inventory::PossessionsSecondary);
|
||||
// default:
|
||||
// return EQEmu::InventorySlot();
|
||||
// }
|
||||
//}
|
||||
|
||||
struct EQEmu::TextureProfile
|
||||
{
|
||||
union {
|
||||
struct {
|
||||
uint32 Head;
|
||||
uint32 Chest;
|
||||
uint32 Arms;
|
||||
uint32 Wrist;
|
||||
uint32 Hands;
|
||||
uint32 Legs;
|
||||
uint32 Feet;
|
||||
uint32 Primary;
|
||||
uint32 Secondary;
|
||||
};
|
||||
uint32 Texture[textures::TextureCount];
|
||||
};
|
||||
|
||||
TextureProfile();
|
||||
};
|
||||
|
||||
EQEmu::TextureProfile::TextureProfile()
|
||||
{
|
||||
memset(&Texture, 0, (sizeof(uint32) * textures::TextureCount));
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
/* EQEMu: Everquest Server Emulator
|
||||
|
||||
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.net)
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; version 2 of the License.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY except by those people which sell it, which
|
||||
are required to give you total support for your newly bought product;
|
||||
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
|
||||
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef COMMON_TEXTURES_H
|
||||
#define COMMON_TEXTURES_H
|
||||
|
||||
#include "types.h"
|
||||
|
||||
|
||||
namespace EQEmu
|
||||
{
|
||||
//class InventorySlot;
|
||||
|
||||
namespace textures {
|
||||
//enum : int { TextureInvalid = -1, TextureBegin };
|
||||
enum : uint8 { TextureInvalid = -1, TextureBegin };
|
||||
|
||||
//enum TextureSlot : int {
|
||||
enum TextureSlot : uint8 {
|
||||
TextureHead = TextureBegin,
|
||||
TextureChest,
|
||||
TextureArms,
|
||||
TextureWrist,
|
||||
TextureHands,
|
||||
TextureLegs,
|
||||
TextureFeet,
|
||||
TexturePrimary,
|
||||
TextureSecondary,
|
||||
TextureCount
|
||||
};
|
||||
|
||||
const int LastTexture = TextureSecondary;
|
||||
const int LastTintableTexture = TextureFeet;
|
||||
|
||||
//extern int ConvertEquipmentSlotToTextureSlot(int equipment_slot);
|
||||
//extern int ConvertEquipmentSlotToTextureSlot(const InventorySlot &equipment_slot);
|
||||
//extern InventorySlot ConvertTextureSlotToEquipmentSlot(int texture_slot);
|
||||
|
||||
} /*textures*/
|
||||
|
||||
struct TextureProfile;
|
||||
|
||||
} /*EQEmu*/
|
||||
|
||||
#endif /*COMMON_TEXTURES_H*/
|
||||
Reference in New Issue
Block a user