fix dat
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4de5e45d52
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@ -8,3 +8,10 @@ function drawDebugBoxes(enable)
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if enable == nil then enable = true end
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if enable == nil then enable = true end
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g_ui.setDebugBoxesDrawing(enable)
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g_ui.setDebugBoxesDrawing(enable)
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end
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end
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function displayItem(id)
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local itemWidget = createWidget('Item', rootWidget)
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--itemWidget:setItem(Item.create(11703))
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end
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addEvent(function() displayItem(408) end)
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@ -24,7 +24,8 @@
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Outfit::Outfit()
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Outfit::Outfit()
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{
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{
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m_type = 0;
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m_type = 128;
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resetClothes();
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}
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}
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Color Outfit::getColor(int color)
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Color Outfit::getColor(int color)
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@ -40,7 +40,7 @@ bool ThingsType::load(const std::string& file)
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for(int i = 0; i < LastCategory; ++i)
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for(int i = 0; i < LastCategory; ++i)
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numThings[i] = Fw::getU16(fin);
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numThings[i] = Fw::getU16(fin);
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numThings[Item] -= 100;
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numThings[Item] -= 99;
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for(int i = 0; i < LastCategory; ++i) {
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for(int i = 0; i < LastCategory; ++i) {
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m_things[i].resize(numThings[i]);
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m_things[i].resize(numThings[i]);
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@ -115,16 +115,11 @@ void ThingsType::parseThingType(std::stringstream& fin, ThingType& thingType)
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ThingType *ThingsType::getThingType(uint16 id, Categories category)
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ThingType *ThingsType::getThingType(uint16 id, Categories category)
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{
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{
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assert(id != 0);
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if(category == Item)
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if(category == Item)
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id -= 100;
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id -= 100;
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else if(category == Creature || category == Effect || category == Missile)
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//assert(id < m_things[category].size());
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id -= 1;
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assert(id < m_things[category].size());
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// assert wrokground
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if(id >= m_things[category].size()) {
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//logTraceErrorOnce("got an invalid type");
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return &m_emptyThingType;
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}
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return &m_things[category][id];
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return &m_things[category][id];
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}
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}
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@ -129,6 +129,8 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture);
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g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture);
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g_lua.registerClass<Item, Thing>();
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g_lua.registerClass<Item, Thing>();
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g_lua.bindClassStaticFunction<Item>("create", &Item::create);
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g_lua.registerClass<Effect, Thing>();
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g_lua.registerClass<Effect, Thing>();
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g_lua.registerClass<Missile, Thing>();
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g_lua.registerClass<Missile, Thing>();
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g_lua.registerClass<StaticText, Thing>();
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g_lua.registerClass<StaticText, Thing>();
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