Naruto
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Working on my UI and didnt find a practical use for garment slot and a few personal changes , but its a little more complicated to remove and ill save it for the second post
so as you see im equiping into the old shoe slot, and once all my slots are filled the shoe slot gets replaced
pc.h
find
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R)
replace with
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R|EQP_SHOES)
pc.c
find this, top of a block of code
if(pos == EQP_ACC) {
pos = req_pos&EQP_ACC;
if (pos == EQP_ACC)
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
}
replace it with this
if(pos == EQP_ACC) {
pos = req_pos&EQP_ACC;
if (pos == EQP_ACC && (sd->equip_index[EQI_ACC_R] >= 1))
pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_SHOES : EQP_ACC_L;
else if(pos == EQP_ACC)
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
}
Couldnt figure out what the
pos = req_pos&eqp_acc .... does but whatever
so basically this part is in charge of where the first accessory is place ( on your right looking straight at your equipment window )
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
and if false, it picks the second slot and replaces it
so my addition, takes highest priority, changing the entire structure * * * *
if (pos == EQP_ACC && (sd->equip_index[EQI_ACC_R] >= 1))
pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_SHOES : EQP_ACC_L;
so now we check if the right accessory is filled and if it is, continue with this line
now we replace shoe slot instead of right accessory
so as you see im equiping into the old shoe slot, and once all my slots are filled the shoe slot gets replaced
pc.h
find
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R)
replace with
#define EQP_ACC (EQP_ACC_L|EQP_ACC_R|EQP_SHOES)
pc.c
find this, top of a block of code
if(pos == EQP_ACC) {
pos = req_pos&EQP_ACC;
if (pos == EQP_ACC)
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
}
replace it with this
if(pos == EQP_ACC) {
pos = req_pos&EQP_ACC;
if (pos == EQP_ACC && (sd->equip_index[EQI_ACC_R] >= 1))
pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_SHOES : EQP_ACC_L;
else if(pos == EQP_ACC)
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
}
Couldnt figure out what the
pos = req_pos&eqp_acc .... does but whatever
so basically this part is in charge of where the first accessory is place ( on your right looking straight at your equipment window )
pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
and if false, it picks the second slot and replaces it
so my addition, takes highest priority, changing the entire structure * * * *
if (pos == EQP_ACC && (sd->equip_index[EQI_ACC_R] >= 1))
pos = sd->equip_index[EQI_ACC_L] >= 0 ? EQP_SHOES : EQP_ACC_L;
so now we check if the right accessory is filled and if it is, continue with this line
now we replace shoe slot instead of right accessory