Implement RoF + UF ornament augmentation.. thanks for the help Drajor!

This commit is contained in:
Natedog2012
2014-11-08 21:11:21 -08:00
committed by SecretsOTheP
parent d4139b98e3
commit efdc177b78
14 changed files with 247 additions and 62 deletions
+21 -5
View File
@@ -2430,7 +2430,7 @@ void Mob::WearChange(uint8 material_slot, uint16 texture, uint32 color)
int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
{
const Item_Struct *item;
int ornamentationAugtype = RuleI(Character, OrnamentationAugmentType);
item = database.GetItem(GetEquipment(material_slot));
if(item != 0)
{
@@ -2440,10 +2440,26 @@ int32 Mob::GetEquipmentMaterial(uint8 material_slot) const
material_slot == MaterialSecondary
)
{
if(strlen(item->IDFile) > 2)
return atoi(&item->IDFile[2]);
else //may as well try this, since were going to 0 anyways
return item->Material;
if (this->IsClient()){
int currMatslot = MaterialPrimary == material_slot ? MainPrimary : MainSecondary;
const ItemInst* inst = CastToClient()->m_inv[currMatslot];
if (inst && inst->GetOrnamentationAug(ornamentationAugtype)) {
item = inst->GetOrnamentationAug(ornamentationAugtype)->GetItem();
return atoi(&item->IDFile[2]);
}
else {
if (strlen(item->IDFile) > 2)
return atoi(&item->IDFile[2]);
else //may as well try this, since were going to 0 anyways
return item->Material;
}
}
else {
if (strlen(item->IDFile) > 2)
return atoi(&item->IDFile[2]);
else //may as well try this, since were going to 0 anyways
return item->Material;
}
}
else
{