Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot

This commit is contained in:
Uleat
2016-05-31 22:07:02 -04:00
parent a38417bf54
commit ea8f81feec
34 changed files with 335 additions and 178 deletions
+21 -21
View File
@@ -2730,7 +2730,7 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
if (item && item->IsClassCommon())
{
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != EQEmu::legacy::MaterialInvalid)
if (matslot != EQEmu::textures::TextureInvalid)
{
m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
}
@@ -3072,7 +3072,7 @@ void Client::SetTint(int16 in_slot, uint32 color) {
void Client::SetTint(int16 in_slot, Color_Struct& color) {
uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
if (matslot != EQEmu::legacy::MaterialInvalid)
if (matslot != EQEmu::textures::TextureInvalid)
{
m_pp.item_tint[matslot].Color = color.Color;
database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.Color);
@@ -3151,25 +3151,25 @@ uint8 Client::SlotConvert(uint8 slot,bool bracer){
if(bracer)
return EQEmu::legacy::SlotWrist2;
switch(slot) {
case EQEmu::legacy::MaterialHead:
case EQEmu::textures::TextureHead:
slot2 = EQEmu::legacy::SlotHead;
break;
case EQEmu::legacy::MaterialChest:
case EQEmu::textures::TextureChest:
slot2 = EQEmu::legacy::SlotChest;
break;
case EQEmu::legacy::MaterialArms:
case EQEmu::textures::TextureArms:
slot2 = EQEmu::legacy::SlotArms;
break;
case EQEmu::legacy::MaterialWrist:
case EQEmu::textures::TextureWrist:
slot2 = EQEmu::legacy::SlotWrist1;
break;
case EQEmu::legacy::MaterialHands:
case EQEmu::textures::TextureHands:
slot2 = EQEmu::legacy::SlotHands;
break;
case EQEmu::legacy::MaterialLegs:
case EQEmu::textures::TextureLegs:
slot2 = EQEmu::legacy::SlotLegs;
break;
case EQEmu::legacy::MaterialFeet:
case EQEmu::textures::TextureFeet:
slot2 = EQEmu::legacy::SlotFeet;
break;
}
@@ -3180,25 +3180,25 @@ uint8 Client::SlotConvert2(uint8 slot){
uint8 slot2 = 0; // same as above...
switch(slot){
case EQEmu::legacy::SlotHead:
slot2 = EQEmu::legacy::MaterialHead;
slot2 = EQEmu::textures::TextureHead;
break;
case EQEmu::legacy::SlotChest:
slot2 = EQEmu::legacy::MaterialChest;
slot2 = EQEmu::textures::TextureChest;
break;
case EQEmu::legacy::SlotArms:
slot2 = EQEmu::legacy::MaterialArms;
slot2 = EQEmu::textures::TextureArms;
break;
case EQEmu::legacy::SlotWrist1:
slot2 = EQEmu::legacy::MaterialWrist;
slot2 = EQEmu::textures::TextureWrist;
break;
case EQEmu::legacy::SlotHands:
slot2 = EQEmu::legacy::MaterialHands;
slot2 = EQEmu::textures::TextureHands;
break;
case EQEmu::legacy::SlotLegs:
slot2 = EQEmu::legacy::MaterialLegs;
slot2 = EQEmu::textures::TextureLegs;
break;
case EQEmu::legacy::SlotFeet:
slot2 = EQEmu::legacy::MaterialFeet;
slot2 = EQEmu::textures::TextureFeet;
break;
}
return slot2;
@@ -6271,8 +6271,8 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
made_npc->Corrup = GetCorrup();
made_npc->PhR = GetPhR();
// looks
made_npc->texture = GetEquipmentMaterial(EQEmu::legacy::MaterialChest);
made_npc->helmtexture = GetEquipmentMaterial(EQEmu::legacy::MaterialHead);
made_npc->texture = GetEquipmentMaterial(EQEmu::textures::TextureChest);
made_npc->helmtexture = GetEquipmentMaterial(EQEmu::textures::TextureHead);
made_npc->haircolor = GetHairColor();
made_npc->beardcolor = GetBeardColor();
made_npc->eyecolor1 = GetEyeColor1();
@@ -6283,9 +6283,9 @@ void Client::Doppelganger(uint16 spell_id, Mob *target, const char *name_overrid
made_npc->drakkin_heritage = GetDrakkinHeritage();
made_npc->drakkin_tattoo = GetDrakkinTattoo();
made_npc->drakkin_details = GetDrakkinDetails();
made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::legacy::MaterialPrimary);
made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::legacy::MaterialSecondary);
for (int i = EQEmu::legacy::MATERIAL_BEGIN; i <= EQEmu::legacy::MATERIAL_END; i++) {
made_npc->d_melee_texture1 = GetEquipmentMaterial(EQEmu::textures::TexturePrimary);
made_npc->d_melee_texture2 = GetEquipmentMaterial(EQEmu::textures::TextureSecondary);
for (int i = EQEmu::textures::TextureBegin; i <= EQEmu::textures::LastTexture; i++) {
made_npc->armor_tint[i] = GetEquipmentColor(i);
}
made_npc->loottable_id = 0;