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authorAndrei Karas <akaras@inbox.ru>2017-09-18 22:55:05 +0300
committerAndrei Karas <akaras@inbox.ru>2017-09-18 22:55:05 +0300
commita42e660b76029df73830840c0e8005d3d465f4d1 (patch)
tree64d105c2b85c46101abb64781a8d5a21a79f8d90
parentdee2b1a29dc3af07bb434ab986aa552e8be5e26c (diff)
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Fix plugin compilation after hercules update.
-rw-r--r--src/emap/clif.c8
-rw-r--r--src/emap/pc.c66
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);