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author | Andrei Karas <akaras@inbox.ru> | 2014-12-04 11:50:47 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2014-12-04 13:07:36 +0300 |
commit | 93f7e4f666dc1e1d9bf9715307080bd9c3027109 (patch) | |
tree | 8dc36c4b2cc8ab90af9d48df825f3914500b5d5b /src/net/eathena/beinghandler.cpp | |
parent | 565e617983d0eaa52131056cd2bc15c9e4a1bece (diff) | |
download | manaverse-93f7e4f666dc1e1d9bf9715307080bd9c3027109.tar.gz manaverse-93f7e4f666dc1e1d9bf9715307080bd9c3027109.tar.bz2 manaverse-93f7e4f666dc1e1d9bf9715307080bd9c3027109.tar.xz manaverse-93f7e4f666dc1e1d9bf9715307080bd9c3027109.zip |
Give correct names to eathena/tmwa sprites.
Diffstat (limited to 'src/net/eathena/beinghandler.cpp')
-rw-r--r-- | src/net/eathena/beinghandler.cpp | 148 |
1 files changed, 74 insertions, 74 deletions
diff --git a/src/net/eathena/beinghandler.cpp b/src/net/eathena/beinghandler.cpp index 2973a791c..48f31aeaa 100644 --- a/src/net/eathena/beinghandler.cpp +++ b/src/net/eathena/beinghandler.cpp @@ -391,12 +391,12 @@ Being *BeingHandler::createBeing2(const int id, void BeingHandler::undress(Being *const being) const { - being->setSprite(SPRITE_BOTTOMCLOTHES, 0); - being->setSprite(SPRITE_TOPCLOTHES, 0); - being->setSprite(SPRITE_HAT, 0); - being->setSprite(SPRITE_SHOE, 0); - being->setSprite(SPRITE_GLOVES, 0); -// being->setSprite(SPRITE_WEAPON, 0, "", true); + being->setSprite(SPRITE_WEAPON, 0); + being->setSprite(SPRITE_HEAD_BOTTOM, 0); + being->setSprite(SPRITE_CLOTHES_COLOR, 0); + being->setSprite(SPRITE_HAIR, 0); + being->setSprite(SPRITE_SHOES, 0); +// being->setSprite(SPRITE_BODY, 0, "", true); } void BeingHandler::requestRanks(const Rank::Rank rank) const @@ -458,32 +458,32 @@ void BeingHandler::processBeingChangeLookContinue(Being *const dstBeing, dstBeing->setSubtype(static_cast<uint16_t>(id), 0); break; case 1: // eAthena LOOK_HAIR - dstBeing->setSpriteID(SPRITE_HAIR, id *-1); + dstBeing->setSpriteID(SPRITE_HAIR_COLOR, id *-1); break; case 2: // LOOK_WEAPON Weapon ID in id, Shield ID in id2 - dstBeing->setSprite(SPRITE_WEAPON, id, "", 1, true); + dstBeing->setSprite(SPRITE_BODY, id, "", 1, true); if (!mHideShield) - dstBeing->setSprite(SPRITE_SHIELD, id2); - localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); + dstBeing->setSprite(SPRITE_FLOOR, id2); + localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // LOOK_HEAD_BOTTOM - dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id, color, + dstBeing->setSprite(SPRITE_WEAPON, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES); + localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); break; case 4: // LOOK_HEAD_TOP Change upper headgear for eAthena, hat for us - dstBeing->setSprite(SPRITE_HAT, id, color, + dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_HAT); + localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); break; case 5: // LOOK_HEAD_MID Change middle headgear for eathena, armor for us - dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color, + dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES); + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR - dstBeing->setSpriteColor(SPRITE_HAIR, ItemDB::get( - dstBeing->getSpriteID(SPRITE_HAIR)).getDyeColorsString(id)); + dstBeing->setSpriteColor(SPRITE_HAIR_COLOR, ItemDB::get( + dstBeing->getSpriteID(SPRITE_HAIR_COLOR)).getDyeColorsString(id)); break; case 7: // Clothes color // ignoring it @@ -491,40 +491,40 @@ void BeingHandler::processBeingChangeLookContinue(Being *const dstBeing, case 8: // eAthena LOOK_SHIELD if (!mHideShield) { - dstBeing->setSprite(SPRITE_SHIELD, id, color, + dstBeing->setSprite(SPRITE_FLOOR, id, color, static_cast<unsigned char>(id2)); } - localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); + localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES - dstBeing->setSprite(SPRITE_SHOE, id, color, + dstBeing->setSprite(SPRITE_HAIR, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_SHOE); + localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES - dstBeing->setSprite(SPRITE_GLOVES, id, color, + dstBeing->setSprite(SPRITE_SHOES, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_GLOVES); + localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_FLOOR - dstBeing->setSprite(SPRITE_CAPE, id, color, + dstBeing->setSprite(SPRITE_SHIELD, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_CAPE); + localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: // LOOK_ROBE - dstBeing->setSprite(SPRITE_MISC1, id, color, + dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_MISC1); + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: // COSTUME_HEAD_TOP - dstBeing->setSprite(SPRITE_MISC2, id, color, + dstBeing->setSprite(SPRITE_HEAD_MID, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_MISC2); + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: // COSTUME_HEAD_MID - dstBeing->setSprite(SPRITE_EVOL1, id, color, + dstBeing->setSprite(SPRITE_ROBE, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL1); + localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: // COSTUME_HEAD_LOW dstBeing->setSprite(SPRITE_EVOL2, id, color, @@ -633,13 +633,13 @@ void BeingHandler::processPlayerUpdate1(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - dstBeing->updateSprite(SPRITE_SHIELD, shield); - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); - dstBeing->updateSprite(SPRITE_HAT, headTop); - dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, + dstBeing->updateSprite(SPRITE_FLOOR, shield); + dstBeing->updateSprite(SPRITE_WEAPON, headBottom); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); + dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); } localPlayer->imitateOutfit(dstBeing); @@ -758,13 +758,13 @@ void BeingHandler::processPlayerUpdate2(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - dstBeing->updateSprite(SPRITE_SHIELD, shield); - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); - dstBeing->updateSprite(SPRITE_HAT, headTop); - dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, + dstBeing->updateSprite(SPRITE_FLOOR, shield); + dstBeing->updateSprite(SPRITE_WEAPON, headBottom); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); + dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); } localPlayer->imitateOutfit(dstBeing); @@ -883,13 +883,13 @@ void BeingHandler::processPlayerMove(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - dstBeing->updateSprite(SPRITE_SHIELD, shield); - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); - dstBeing->updateSprite(SPRITE_HAT, headTop); - dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, + dstBeing->updateSprite(SPRITE_FLOOR, shield); + dstBeing->updateSprite(SPRITE_WEAPON, headBottom); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); + dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); } localPlayer->imitateOutfit(dstBeing); @@ -1049,16 +1049,16 @@ void BeingHandler::processBeingVisible(Net::MessageIn &msg) { dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific - setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1, + setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); - setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom); - setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid); - setSprite(dstBeing, SPRITE_HAT, headTop); - setSprite(dstBeing, SPRITE_SHOE, shoes); - setSprite(dstBeing, SPRITE_GLOVES, gloves); - setSprite(dstBeing, SPRITE_WEAPON, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_WEAPON, headBottom); + setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); + setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); + setSprite(dstBeing, SPRITE_HAIR, shoes); + setSprite(dstBeing, SPRITE_SHOES, gloves); + setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); // if (!mHideShield) -// setSprite(dstBeing, SPRITE_SHIELD, shield); +// setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) @@ -1211,16 +1211,16 @@ void BeingHandler::processBeingMove(Net::MessageIn &msg) { dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific - setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1, + setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); - setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom); - setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid); - setSprite(dstBeing, SPRITE_HAT, headTop); - setSprite(dstBeing, SPRITE_SHOE, shoes); - setSprite(dstBeing, SPRITE_GLOVES, gloves); - setSprite(dstBeing, SPRITE_WEAPON, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_WEAPON, headBottom); + setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); + setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); + setSprite(dstBeing, SPRITE_HAIR, shoes); + setSprite(dstBeing, SPRITE_SHOES, gloves); + setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); // if (!mHideShield) -// setSprite(dstBeing, SPRITE_SHIELD, shield); +// setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) @@ -1376,16 +1376,16 @@ void BeingHandler::processBeingSpawn(Net::MessageIn &msg) { dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific - setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1, + setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); - setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom); - setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid); - setSprite(dstBeing, SPRITE_HAT, headTop); - setSprite(dstBeing, SPRITE_SHOE, shoes); - setSprite(dstBeing, SPRITE_GLOVES, gloves); - setSprite(dstBeing, SPRITE_WEAPON, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_WEAPON, headBottom); + setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); + setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); + setSprite(dstBeing, SPRITE_HAIR, shoes); + setSprite(dstBeing, SPRITE_SHOES, gloves); + setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); // if (!mHideShield) -// setSprite(dstBeing, SPRITE_SHIELD, shield); +// setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) |