void ItemModel::SetModel() { for( int i = 0; i < m_Data.size(); i++ ) { if( strcmp(m_Data[i].Model, "") == 0 ) { continue; } // ---- int ModelID = ITEM2(m_Data[i].ItemType, m_Data[i].ItemIndex); int Option = -1; // ---- /*if( m_Data[i].ItemType >= 0 && m_Data[i].ItemType <= 11 ) { Option = m_Data[i].ItemIndex + 1; if ( a7 == -1 ) { sub_9CF52A((int)&a3a, "%s.bmd", a6); } else { if ( a7 >= 10 ) sub_9CF52A((int)&a3a, "%s%d.bmd", a6); else sub_9CF52A((int)&a3a, "%s0%d.bmd", a6); } }*/ // ---- pLoadModel(ModelID, ItemModelPath, m_Data[i].Model, Option); } }
bool ItemModel::SetColor(int ModelID, VAngle * ColorBuffer) { for( int i = 0; i < m_Data.size(); i++ ) { if( ITEM2(m_Data[i].ItemType, m_Data[i].ItemIndex) == ModelID ) { ColorBuffer->X = (float)(m_Data[i].R / 255.0); ColorBuffer->Y = (float)(m_Data[i].G / 255.0); ColorBuffer->Z = (float)(m_Data[i].B / 255.0); return true; } } // ---- return false; }
void ItemModel::SetTexture() { for( int i = 0; i < m_Data.size(); i++ ) { if( strcmp(m_Data[i].Model, "") == 0 ) { continue; } // ---- int ModelID = ITEM2(m_Data[i].ItemType, m_Data[i].ItemIndex); #ifdef __LEGEND__ if( m_Data[i].ItemType >= 13 ) { pLoadTexture(ModelID, ItemTexturePath, GL_REPEAT, GL_NEAREST, GL_TRUE); } else { pLoadTexture(ModelID, "Item\\", GL_REPEAT, GL_NEAREST, GL_TRUE); } #else pLoadTexture(ModelID, ItemTexturePath, GL_REPEAT, GL_NEAREST, GL_TRUE); #endif } }
void Item::LoadModels() { pInitModelData(); g_ItemModel.SetModel(); // ---- char * Path = "Data\\Custom\\Item\\"; // ---- #ifdef NEWWINGS pLoadModel(ITEM2(12, 180), Path, "Wings1", -1); pLoadModel(ITEM2(12, 181), Path, "Wings2", -1); pLoadModel(ITEM2(12, 182), Path, "Wings3", -1); pLoadModel(ITEM2(12, 183), Path, "Wings4", -1); pLoadModel(ITEM2(12, 184), Path, "Wings5", -1); pLoadModel(ITEM2(12, 185), Path, "Wings6", -1); pLoadModel(ITEM2(12, 186), Path, "Wings7", -1); pLoadModel(ITEM2(12, 187), Path, "Wings8", -1); pLoadModel(ITEM2(12, 188), Path, "Wings9", -1); pLoadModel(ITEM2(12, 189), Path, "Wings10", -1); pLoadModel(ITEM2(12, 190), Path, "Wings11", -1); pLoadModel(ITEM2(12, 191), Path, "Wings12", -1); pLoadModel(ITEM2(12, 192), Path, "Wings13", -1); pLoadModel(ITEM2(12, 193), Path, "Wings14", -1); //pLoadModel(ITEM2(12, 180), Path, "WingsOfWizardry", -1); //pLoadModel(ITEM2(12, 181), Path, "WingsOfGreatDragon", -1); //pLoadModel(ITEM2(12, 182), Path, "WingsOfNature", -1); //pLoadModel(ITEM2(12, 183), Path, "WingsOfReign", -1); //pLoadModel(ITEM2(12, 184), Path, "WingsOfChaotic", -1); //pLoadModel(ITEM2(12, 185), Path, "WingsOfLilium", -1); //pLoadModel(ITEM2(12, 186), Path, "WingsOfMonarh", -1); #endif // ---- pLoadModel(ITEM2(14, 180), Path, "JewelOfLuck", -1); pLoadModel(ITEM2(14, 181), Path, "JewelOfSkill", -1); pLoadModel(ITEM2(14, 182), Path, "JewelOfExcellent", -1); pLoadModel(ITEM2(14, 183), Path, "JewelOfNature", -1); pLoadModel(ITEM2(14, 184), Path, "JewelOfCurse", -1); //New Swords //pLoadModel(ITEM2(0, 180), Path, "test", -1); }
void Item::LoadTextures() { pInitTextureData(); g_ItemModel.SetTexture(); // ---- char * Path = "Custom\\Item\\"; // ---- #ifdef NEWWINGS pLoadTexture(ITEM2(12, 180), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 181), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 182), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 183), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 184), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 185), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 186), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 187), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 188), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 189), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 190), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 191), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 192), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 193), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); #endif // ---- Jewels textures pLoadTexture(ITEM2(14, 180), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 181), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 182), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 183), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 184), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); // New Sword //pLoadTexture(ITEM2(0, 180), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); }
void Item::LoadModels() { pInitModelData(); g_ItemModel.SetModel(); // ---- char * Path = "Data\\Custom\\Item\\"; // ---- #ifdef NEWWINGS pLoadModel(ITEM2(12, 180), Path, "Wings1", -1); pLoadModel(ITEM2(12, 181), Path, "Wings2", -1); pLoadModel(ITEM2(12, 182), Path, "Wings3", -1); pLoadModel(ITEM2(12, 183), Path, "Wings4", -1); pLoadModel(ITEM2(12, 184), Path, "Wings5", -1); pLoadModel(ITEM2(12, 185), Path, "Wings6", -1); pLoadModel(ITEM2(12, 186), Path, "Wings7", -1); pLoadModel(ITEM2(12, 187), Path, "Wings8", -1); pLoadModel(ITEM2(12, 188), Path, "Wings9", -1); pLoadModel(ITEM2(12, 189), Path, "Wings10", -1); pLoadModel(ITEM2(12, 190), Path, "Wings11", -1); pLoadModel(ITEM2(12, 191), Path, "Wings12", -1); pLoadModel(ITEM2(12, 192), Path, "Wings13", -1); pLoadModel(ITEM2(12, 193), Path, "Wings14", -1); #endif // ---- pLoadModel(ITEM2(14, 180), Path, "JewelOfLuck", -1); pLoadModel(ITEM2(14, 181), Path, "JewelOfSkill", -1); pLoadModel(ITEM2(14, 182), Path, "JewelOfExcellent", -1); pLoadModel(ITEM2(14, 183), Path, "JewelOfNature", -1); pLoadModel(ITEM2(14, 184), Path, "JewelOfCurse", -1); }