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Fixed Armor Tinting (players and NPCs) that was broken during a previous update.
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+12
-26
@@ -2685,8 +2685,11 @@ void Client::SetMaterial(int16 in_slot, uint32 item_id) {
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const Item_Struct* item = database.GetItem(item_id);
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if (item && (item->ItemClass==ItemClassCommon))
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{
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uint32 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != _MaterialInvalid)
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{
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m_pp.item_material[matslot] = GetEquipmentMaterial(matslot);
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}
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}
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}
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@@ -3016,31 +3019,14 @@ void Client::SetTint(int16 in_slot, uint32 color) {
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// Still need to reconcile bracer01 versus bracer02
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void Client::SetTint(int16 in_slot, Color_Struct& color) {
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if (in_slot==MainHead)
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m_pp.item_tint[MaterialHead].color=color.color;
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else if (in_slot==MainArms)
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m_pp.item_tint[MaterialArms].color=color.color;
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else if (in_slot==MainWrist1)
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m_pp.item_tint[MaterialWrist].color=color.color;
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/*
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// non-live behavior
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else if (in_slot==SLOT_BRACER02)
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m_pp.item_tint[MaterialWrist].color=color.color;
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*/
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else if (in_slot==MainHands)
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m_pp.item_tint[MaterialHands].color=color.color;
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else if (in_slot==MainPrimary)
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m_pp.item_tint[MaterialPrimary].color=color.color;
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else if (in_slot==MainSecondary)
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m_pp.item_tint[MaterialSecondary].color=color.color;
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else if (in_slot==MainChest)
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m_pp.item_tint[MaterialChest].color=color.color;
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else if (in_slot==MainLegs)
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m_pp.item_tint[MaterialLegs].color=color.color;
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else if (in_slot==MainFeet)
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m_pp.item_tint[MaterialFeet].color=color.color;
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database.SaveCharacterMaterialColor(this->CharacterID(), in_slot, color.color);
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uint8 matslot = Inventory::CalcMaterialFromSlot(in_slot);
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if (matslot != _MaterialInvalid)
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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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}
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}
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void Client::SetHideMe(bool flag)
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