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![]() 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; 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. | ||
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