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feat(component): add CCharacterComponent::GetSheatheLink
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@ -122,6 +122,21 @@ HTEXTURE CCharacterComponent::CreateTexture(const char* fileName, CStatus* statu
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return TextureCreate(fileName, texFlags, status, 0);
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return TextureCreate(fileName, texFlags, status, 0);
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}
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}
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GEOCOMPONENTLINKS CCharacterComponent::GetSheatheLink(SHEATHE_TYPE sheatheType, bool a2) {
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switch (sheatheType) {
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case SHEATHE_1:
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return a2 ? ATTACH_SHEATH_MAINHAND : ATTACH_SHEATH_OFFHAND;
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case SHEATHE_2:
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return a2 ? ATTACH_LARGEWEAPONLEFT : ATTACH_LARGEWEAPONRIGHT;
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case SHEATHE_3:
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return a2 ? ATTACH_HIPWEAPONLEFT : ATTACH_HIPWEAPONRIGHT;
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case SHEATHE_4:
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return ATTACH_SHEATH_SHIELD;
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default:
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return ATTACH_NONE;
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}
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}
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void CCharacterComponent::Initialize() {
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void CCharacterComponent::Initialize() {
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// TODO
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// TODO
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@ -50,6 +50,7 @@ class CCharacterComponent {
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static void AddHandItem(CM2Model* model, const ItemDisplayInfoRec* displayRec, INVENTORY_SLOTS invSlot, SHEATHE_TYPE sheatheType, bool a5, bool a6, bool a7, int32_t a8);
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static void AddHandItem(CM2Model* model, const ItemDisplayInfoRec* displayRec, INVENTORY_SLOTS invSlot, SHEATHE_TYPE sheatheType, bool a5, bool a6, bool a7, int32_t a8);
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static CCharacterComponent* AllocComponent();
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static CCharacterComponent* AllocComponent();
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static HTEXTURE CreateTexture(const char* fileName, CStatus* status);
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static HTEXTURE CreateTexture(const char* fileName, CStatus* status);
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static GEOCOMPONENTLINKS GetSheatheLink(SHEATHE_TYPE sheatheType, bool a2);
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static void Initialize();
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static void Initialize();
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static void Initialize(EGxTexFormat textureFormat, uint32_t textureLevel, int32_t thread, int32_t compress);
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static void Initialize(EGxTexFormat textureFormat, uint32_t textureLevel, int32_t thread, int32_t compress);
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static void InitDbData();
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static void InitDbData();
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@ -52,6 +52,24 @@ enum COMPONENT_VARIATIONS {
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NUM_COMPONENT_VARIATIONS
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NUM_COMPONENT_VARIATIONS
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};
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};
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enum GEOCOMPONENTLINKS {
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// TODO
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ATTACH_HANDR = 1,
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ATTACH_HANDL = 2,
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// TODO
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ATTACH_SHEATH_MAINHAND = 26,
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ATTACH_SHEATH_OFFHAND = 27,
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ATTACH_SHEATH_SHIELD = 28,
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// TODO
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ATTACH_LARGEWEAPONLEFT = 30,
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ATTACH_LARGEWEAPONRIGHT = 31,
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// TODO
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ATTACH_HIPWEAPONLEFT = 32,
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ATTACH_HIPWEAPONRIGHT = 33,
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// TODO
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ATTACH_NONE = 0xFFFFFFFF,
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};
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enum ITEM_SLOT {
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enum ITEM_SLOT {
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ITEMSLOT_0 = 0,
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ITEMSLOT_0 = 0,
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ITEMSLOT_1 = 1,
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ITEMSLOT_1 = 1,
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@ -40,6 +40,10 @@ enum INVENTORY_SLOTS {
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enum SHEATHE_TYPE {
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enum SHEATHE_TYPE {
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SHEATHE_0 = 0,
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SHEATHE_0 = 0,
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SHEATHE_1 = 1,
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SHEATHE_2 = 2,
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SHEATHE_3 = 3,
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SHEATHE_4 = 4,
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NUM_SHEATHE_TYPES
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NUM_SHEATHE_TYPES
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};
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};
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