Project 1999

Go Back   Project 1999 > Server Issues > Resolved Issues

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 06-23-2013, 03:54 PM
runlvlzero runlvlzero is offline
Banned


Join Date: Mar 2010
Location: In a motherfucking awesome place.
Posts: 2,801
Default 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.
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:01 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.