diff options
Diffstat (limited to 'src/emap')
-rw-r--r-- | src/emap/clif.c | 8 | ||||
-rw-r--r-- | src/emap/pc.c | 66 |
2 files changed, 41 insertions, 33 deletions
diff --git a/src/emap/clif.c b/src/emap/clif.c index bc9d77b..d6f4e11 100644 --- a/src/emap/clif.c +++ b/src/emap/clif.c @@ -302,8 +302,8 @@ void eclif_charnameack_pre(int *fdPtr, if (equip >= 0) \ { \ item = sd->inventory_data[equip]; \ - if (item && item->look) \ - send_changelook(sd, sd2, fd, id, field, item->look, 0, item, equip); \ + if (item && item->view_sprite) \ + send_changelook(sd, sd2, fd, id, field, item->view_sprite, 0, item, equip); \ } #define equipPosId(index, field) \ @@ -354,9 +354,9 @@ static void eclif_send_additional_slots(TBL_PC* sd, TBL_PC* sd2) if (equip >= 0) \ { \ item = sd->inventory_data[equip]; \ - if (item && item->look) \ + if (item && item->view_sprite) \ { \ - send_changelook2(sd, bl, bl->id, field, item->look, 0, item, equip, AREA); \ + send_changelook2(sd, bl, bl->id, field, item->view_sprite, 0, item, equip, AREA); \ } \ } diff --git a/src/emap/pc.c b/src/emap/pc.c index bed6848..66aed7b 100644 --- a/src/emap/pc.c +++ b/src/emap/pc.c @@ -86,7 +86,7 @@ int epc_setregistry_pre(TBL_PC **sdPtr, if (pos & (mask)) \ { \ if (id) \ - sd->status.field = id->look; \ + sd->status.field = id->view_sprite; \ else \ sd->status.field = 0; \ eclif_changelook2(&sd->bl, lookf, sd->status.field, id, n); \ @@ -96,7 +96,7 @@ int epc_setregistry_pre(TBL_PC **sdPtr, if (pos & (mask)) \ { \ if (id) \ - eclif_changelook2(&sd->bl, lookf, id->look, id, n); \ + eclif_changelook2(&sd->bl, lookf, id->view_sprite, id, n); \ else \ eclif_changelook2(&sd->bl, lookf, 0, id, n); \ } @@ -116,46 +116,52 @@ void epc_equipitem_pos_pre(TBL_PC **sdPtr, if (!id || !sd) return; - if (pos & (EQP_HAND_R|EQP_SHADOW_WEAPON)) + if (pos & (EQP_HAND_R | EQP_SHADOW_WEAPON)) { - if(id) + if (id != NULL) { - sd->weapontype1 = id->look; + sd->weapontype1 = id->subtype; + sd->status.look.weapon = id->view_sprite; } else { - sd->weapontype1 = 0; + sd->weapontype1 = W_FIST; + sd->status.look.weapon = 0; } pc->calcweapontype(sd); - eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.weapon, id, n); + eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.look.weapon, id, n); } - if (pos & (EQP_HAND_L|EQP_SHADOW_SHIELD)) + if (pos & (EQP_HAND_L | EQP_SHADOW_SHIELD)) { - if (id) + if (id != NULL) { - if(id->type == IT_WEAPON) + if (id->type == IT_WEAPON) { - sd->status.shield = 0; - sd->weapontype2 = id->look; + sd->has_shield = false; + sd->status.look.shield = 0; + sd->weapontype2 = id->subtype; } else if (id->type == IT_ARMOR) { - sd->status.shield = id->look; - sd->weapontype2 = 0; + sd->has_shield = true; + sd->status.look.shield = id->view_sprite; + sd->weapontype2 = W_FIST; } } else { - sd->status.shield = sd->weapontype2 = 0; + sd->has_shield = false; + sd->status.look.shield = 0; + sd->weapontype2 = W_FIST; } pc->calcweapontype(sd); - eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.shield, id, n); + eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.look.shield, id, n); } - equipPos(EQP_HEAD_LOW, head_bottom, LOOK_HEAD_BOTTOM); - equipPos(EQP_HEAD_TOP, head_top, LOOK_HEAD_TOP); - equipPos(EQP_HEAD_MID, head_mid, LOOK_HEAD_MID); - equipPos(EQP_GARMENT, robe, LOOK_ROBE); + equipPos(EQP_HEAD_LOW, look.head_bottom, LOOK_HEAD_BOTTOM); + equipPos(EQP_HEAD_TOP, look.head_top, LOOK_HEAD_TOP); + equipPos(EQP_HEAD_MID, look.head_mid, LOOK_HEAD_MID); + equipPos(EQP_GARMENT, look.robe, LOOK_ROBE); equipPos2(EQP_SHOES, LOOK_SHOES); equipPos2(EQP_COSTUME_HEAD_TOP, 13); equipPos2(EQP_COSTUME_HEAD_MID, 14); @@ -197,24 +203,26 @@ void epc_unequipitem_pos_pre(TBL_PC **sdPtr, if (pos & EQP_HAND_R) { - sd->weapontype1 = 0; - sd->status.weapon = sd->weapontype2; + sd->weapontype1 = W_FIST; pc->calcweapontype(sd); - eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.weapon, 0, n); + sd->status.look.weapon = 0; + eclif_changelook2(&sd->bl, LOOK_WEAPON, sd->status.look.weapon, 0, n); if (!battle->bc->dancing_weaponswitch_fix) status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); } if (pos & EQP_HAND_L) { - sd->status.shield = sd->weapontype2 = 0; + sd->has_shield = false; + sd->status.look.shield = 0; + sd->weapontype2 = W_FIST; pc->calcweapontype(sd); - eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.shield, 0, n); + eclif_changelook2(&sd->bl, LOOK_SHIELD, sd->status.look.shield, 0, n); } - unequipPos(EQP_HEAD_LOW, head_bottom, LOOK_HEAD_BOTTOM); - unequipPos(EQP_HEAD_TOP, head_top, LOOK_HEAD_TOP); - unequipPos(EQP_HEAD_MID, head_mid, LOOK_HEAD_MID); - unequipPos(EQP_GARMENT, robe, LOOK_ROBE); + unequipPos(EQP_HEAD_LOW, look.head_bottom, LOOK_HEAD_BOTTOM); + unequipPos(EQP_HEAD_TOP, look.head_top, LOOK_HEAD_TOP); + unequipPos(EQP_HEAD_MID, look.head_mid, LOOK_HEAD_MID); + unequipPos(EQP_GARMENT, look.robe, LOOK_ROBE); unequipPos2(EQP_SHOES, LOOK_SHOES); unequipPos2(EQP_COSTUME_HEAD_TOP, 13); unequipPos2(EQP_COSTUME_HEAD_MID, 14); |