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Diffstat (limited to 'src/net/eathena/beinghandler.cpp')
-rw-r--r--src/net/eathena/beinghandler.cpp148
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())