void equipcache::loadcharlook(maplelook* plook) { if (!(plook->isloaded())) { lookinfo* info = plook->getinfo(); for (map<char, int>::iterator equip = info->equips.begin(); equip != info->equips.end(); equip++) { int equipid = equip->second; if (equipid != 0) { plook->addcloth(getcloth(equipid)); } } for (equiplayer l = EQL_CAP; l <= EQL_MEDAL; l = static_cast<equiplayer>(l + 1)) { if (!plook->getcloth(l)) { plook->addcloth(&emptycloth, l); } } plook->setbody(getbody(info->skin)); plook->setface(getface(info->faceid)); plook->sethair(gethair(info->hairid)); plook->init(&bodyinfo); } }
void Equipcache::loadlook(CharLook& toload, const LookEntry& look) { toload.setbody(getbody(look.getskin())); toload.sethair(gethair(look.gethair())); toload.setface(getface(look.getface())); for (Equipslot e = Character::EQL_CAP; e <= Character::EQL_WEAPON; e = static_cast<Equipslot>(e + 1)) { int32_t equipid = look.getequip(e); if (equipid > 0) { toload.addequip(getequip(equipid)); } } toload.init(&drawinfo); }
void lookfactory::loadcharlook(maplelook* plook) { if (!(plook->isloaded())) { lookinfo* info = plook->getinfo(); for (map<char, int>::iterator equip = info->equips.begin(); equip != info->equips.end(); equip++) { int equipid = equip->second; if (equipid != 0) { plook->addcloth(getcloth(equipid)); } } plook->setbody(getbody(info->skin)); plook->setface(getface(info->faceid)); plook->sethair(gethair(info->hairid)); plook->init(bodydelays, bodyactions, bodyheadmap); } }