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https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
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+21
-21
@@ -2730,7 +2730,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
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if (item && item->IsClassCommon())
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{
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != EQEmu::legacy::MaterialInvalid)
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if (matslot != EQEmu::textures::TextureInvalid)
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{
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m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
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}
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@@ -3072,7 +3072,7 @@ void Client::SetTint(int16 in_slot, uint32 color) {
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void Client::SetTint(int16 in_slot, Color_Struct& color) {
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != EQEmu::legacy::MaterialInvalid)
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if (matslot != EQEmu::textures::TextureInvalid)
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{
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m_pp.item_tint[matslot].Color = color.Color;
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
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@@ -3151,25 +3151,25 @@ uint8 Client::SlotConvert(uint8 slot,bool bracer){
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if(bracer)
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return EQEmu::legacy::SlotWrist2;
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switch(slot) {
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case EQEmu::legacy::MaterialHead:
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case EQEmu::textures::TextureHead:
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slot2 = EQEmu::legacy::SlotHead;
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break;
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case EQEmu::legacy::MaterialChest:
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case EQEmu::textures::TextureChest:
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slot2 = EQEmu::legacy::SlotChest;
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break;
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case EQEmu::legacy::MaterialArms:
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case EQEmu::textures::TextureArms:
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slot2 = EQEmu::legacy::SlotArms;
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break;
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case EQEmu::legacy::MaterialWrist:
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case EQEmu::textures::TextureWrist:
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slot2 = EQEmu::legacy::SlotWrist1;
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break;
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case EQEmu::legacy::MaterialHands:
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case EQEmu::textures::TextureHands:
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slot2 = EQEmu::legacy::SlotHands;
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break;
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case EQEmu::legacy::MaterialLegs:
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case EQEmu::textures::TextureLegs:
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slot2 = EQEmu::legacy::SlotLegs;
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break;
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case EQEmu::legacy::MaterialFeet:
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case EQEmu::textures::TextureFeet:
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slot2 = EQEmu::legacy::SlotFeet;
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break;
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}
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@@ -3180,25 +3180,25 @@ uint8 Client::SlotConvert2(uint8 slot){
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uint8 slot2 = 0; // same as above...
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switch(slot){
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case EQEmu::legacy::SlotHead:
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slot2 = EQEmu::legacy::MaterialHead;
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slot2 = EQEmu::textures::TextureHead;
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break;
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case EQEmu::legacy::SlotChest:
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slot2 = EQEmu::legacy::MaterialChest;
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slot2 = EQEmu::textures::TextureChest;
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break;
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case EQEmu::legacy::SlotArms:
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slot2 = EQEmu::legacy::MaterialArms;
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slot2 = EQEmu::textures::TextureArms;
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break;
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case EQEmu::legacy::SlotWrist1:
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slot2 = EQEmu::legacy::MaterialWrist;
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slot2 = EQEmu::textures::TextureWrist;
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break;
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case EQEmu::legacy::SlotHands:
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slot2 = EQEmu::legacy::MaterialHands;
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slot2 = EQEmu::textures::TextureHands;
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break;
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case EQEmu::legacy::SlotLegs:
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slot2 = EQEmu::legacy::MaterialLegs;
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slot2 = EQEmu::textures::TextureLegs;
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break;
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case EQEmu::legacy::SlotFeet:
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slot2 = EQEmu::legacy::MaterialFeet;
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slot2 = EQEmu::textures::TextureFeet;
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break;
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}
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return slot2;
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@@ -6271,8 +6271,8 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->Corrup = GetCorrup();
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made_npc->PhR = GetPhR();
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// looks
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made_npc->texture = GetEquipmentMaterial(EQEmu::legacy::MaterialChest);
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made_npc->helmtexture = GetEquipmentMaterial(EQEmu::legacy::MaterialHead);
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made_npc->texture = GetEquipmentMaterial(EQEmu::textures::TextureChest);
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made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::TextureHead);
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made_npc->haircolor = GetHairColor();
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made_npc->beardcolor = GetBeardColor();
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made_npc->eyecolor1 = GetEyeColor1();
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@@ -6283,9 +6283,9 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
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made_npc->drakkin_heritage = GetDrakkinHeritage();
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made_npc->drakkin_tattoo = GetDrakkinTattoo();
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made_npc->drakkin_details = GetDrakkinDetails();
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made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::legacy::MaterialPrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::legacy::MaterialSecondary);
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for (int i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_END; i++) {
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made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::TexturePrimary);
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made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::TextureSecondary);
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for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTexture; i++) {
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made_npc->armor_tint[i] = GetEquipmentColor(i);
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}
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made_npc->loottable_id = 0;
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