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https://github.com/EQEmu/Server.git
synced 2026-05-17 07:18:37 +00:00
Converted enumeration MaterialSlots to EQEmu::textures::TextureSlot
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+4
-4
@@ -73,7 +73,7 @@ Mob::Mob(const char* in_name,
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uint32 in_drakkin_heritage,
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uint32 in_drakkin_tattoo,
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uint32 in_drakkin_details,
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uint32 in_armor_tint[EQEmu::legacy::MaterialCount],
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uint32 in_armor_tint[EQEmu::textures::TextureCount],
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uint8 in_aa_title,
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uint8 in_see_invis, // see through invis/ivu
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@@ -278,7 +278,7 @@ Mob::Mob(const char* in_name,
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RangedProcs[j].level_override = -1;
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}
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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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{
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if (in_armor_tint)
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{
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@@ -2863,7 +2863,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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if (item != 0)
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{
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// For primary and secondary we need the model, not the material
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if (material_slot == EQEmu::legacy::MaterialPrimary || material_slot == EQEmu::legacy::MaterialSecondary)
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if (material_slot == EQEmu::textures::TexturePrimary || material_slot == EQEmu::textures::TextureSecondary)
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{
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if (this->IsClient())
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{
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@@ -2907,7 +2907,7 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
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int32 Mob::GetHerosForgeModel(uint8 material_slot) const
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{
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uint32 HeroModel = 0;
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if (material_slot >= 0 && material_slot < EQEmu::legacy::MaterialPrimary)
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if (material_slot >= 0 && material_slot < EQEmu::textures::TexturePrimary)
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{
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uint32 ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
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const EQEmu::ItemBase *item;
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