Project 1999

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-   -   Miscellaneous: Show Helm Reset on Zone (/forums/showthread.php?t=112906)

runlvlzero 06-23-2013 03:54 PM

Show Helm Reset on Zone
 
The bug: Show my helm resets upon zoning, forcing the player to re-click it every time they zone.

The Fix: Below

So I did a quick search and found the code to fix this. I am going to link it here in case you would like to see what the changes are. It can probably done for P99 and R99 codebase.

Check it out =)

http://www.eqemulator.org/forums/showthread.php?t=27954

Code:

Index: common/eq_constants.h
===================================================================
--- common/eq_constants.h        (revision 438)
+++ common/eq_constants.h        (working copy)
@@ -148,6 +148,7 @@
 #define AT_Split                        28        // 0 = normal, 1 = autosplit on
 #define AT_Size                                29        // spawn's size
 #define AT_NPCName                31        // change PC's name's color to NPC color 0 = normal, 1 = npc name
+#define AT_ShowHelm        43        // 0 = do not show helmet graphic, 1 = show graphic
 //#define AT_Trader                        300  // Bazzar Trader Mode
 
 // solar: animations for AT_Anim
Index: common/eq_packet_structs.h
===================================================================
--- common/eq_packet_structs.h        (revision 438)
+++ common/eq_packet_structs.h        (working copy)
@@ -876,7 +876,7 @@
 /*7080*/        sint32                                ldon_points_available;
 /*7084*/        uint8                                unknown5940[112];
 /*7196*/        uint32                                tribute_time_remaining;        //in miliseconds
-/*7200*/        uint32                                unknown6048;
+/*7200*/        uint32                                showhelm;
 /*7204*/        uint32                                career_tribute_points;
 /*7208*/        uint32                                unknown6056;
 /*7212*/        uint32                                tribute_points;
Index: common/patches/SoF.cpp
===================================================================
--- common/patches/SoF.cpp        (revision 438)
+++ common/patches/SoF.cpp        (working copy)
@@ -586,8 +586,7 @@
        OUT(raidAutoconsent);
        OUT(guildAutoconsent);
 //        OUT(unknown19575[5]);
-//        OUT(showhelm);
-        eq->showhelm = 1;
+        eq->showhelm = emu->showhelm;
        OUT(RestTimer);
 //        OUT(unknown19584[4]);
 //        OUT(unknown19588);
Index: common/patches/Titanium.cpp
===================================================================
--- common/patches/Titanium.cpp        (revision 438)
+++ common/patches/Titanium.cpp        (working copy)
@@ -382,8 +382,7 @@
        OUT(raidAutoconsent);
        OUT(guildAutoconsent);
 //        OUT(unknown19575[5]);
-//        OUT(showhelm);
-        eq->showhelm = 1;
+        eq->showhelm = emu->showhelm;
 //        OUT(unknown19584[4]);
 //        OUT(unknown19588);
 
@@ -470,7 +469,7 @@
 //                eq->padding0070 = emu->padding0070;
                eq->eyecolor1 = emu->eyecolor1;
 //                eq->unknown0115[24] = emu->unknown0115[24];
-                eq->showhelm = true;
+                eq->showhelm = emu->showhelm;
 //                eq->unknown0140[4] = emu->unknown0140[4];
                eq->is_npc = emu->is_npc;
                eq->hairstyle = emu->hairstyle;
Index: zone/client.cpp
===================================================================
--- zone/client.cpp        (revision 438)
+++ zone/client.cpp        (working copy)
@@ -1579,6 +1579,7 @@
        }
        ns->spawn.size                        = 0; // Changing size works, but then movement stops! (wth?)
        ns->spawn.runspeed                = (gmspeed == 0) ? runspeed : 3.125f;
+        if (!m_pp.showhelm) ns->spawn.showhelm = 0;
 
        // @merth: pp also hold this info; should we pull from there or inventory?
        // (update: i think pp should do it, as this holds LoY dye - plus, this is ugly code with Inventory!)
Index: zone/client_packet.cpp
===================================================================
--- zone/client_packet.cpp        (revision 438)
+++ zone/client_packet.cpp        (working copy)
@@ -2083,6 +2083,10 @@
                // don't do anything with this, we tell the client when it's
                // levitating, not the other way around
        }
+        else if (sa->type == AT_ShowHelm)
+        {
+                m_pp.showhelm = (sa->parameter == 1);
+        }
        else {
                cout << "Unknown SpawnAppearance type: 0x" << hex << setw(4) << setfill('0') << sa->type << dec
                        << " value: 0x" << hex << setw(8) << setfill('0') << sa->parameter << dec << endl;
Index: zone/mob.cpp
===================================================================
--- zone/mob.cpp        (revision 438)
+++ zone/mob.cpp        (working copy)
@@ -713,8 +713,8 @@
        ns->spawn.findable        = findable?1:0;
 // vesuvias - appearence fix
        ns->spawn.light                = light;
+        ns->spawn.showhelm = 1;       
 
-
        ns->spawn.invis                = (invisible || hidden) ? 1 : 0;        // TODO: load this before spawning players
        ns->spawn.NPC                = IsClient() ? 0 : 1;
        ns->spawn.petOwnerId        = ownerid;

***Note its the second submission that is the patch that works.

I would very much appreciate this fix. I play a class/race that I like but do not enjoy the helm graphics on. Little and generally (I'm assuming) easy to fix details like this go a long way towards player immersion. In my perspective its a priority issue that affects red and blue equally.

Thanks.

Ele 06-23-2013 04:18 PM

Hide helm option was added in a 2005 patch, get a new helm.

http://www.project1999.org/forums/sh...ight=hide+helm

runlvlzero 06-23-2013 04:25 PM

Wow. I forgot - did not know about that thread. Oh well sorry. Not going to complain about it I can just hit the button every time I zone. And thanks for digging up the link.


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