document Change Name option
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@@ -33,8 +33,8 @@ PlayerInventoryItem::PlayerInventoryItem(const ItemData& item, bool equipped)
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uint32_t PlayerVisualConfig::compute_name_color_checksum(uint32_t name_color) {
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uint8_t x = (random_object<uint32_t>() % 0xFF) + 1;
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uint8_t y = (random_object<uint32_t>() % 0xFF) + 1;
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// name_color = ABCDEFGHabcdefghIJKLMNOPijklmnop
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// name_color_checksum = ---------ijklmabcdeIJKLM-------- ^ (xxxxxxxxyyyyyyyyxxxxxxxxyyyyyyyy)
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// name_color (ARGB) = ABCDEFGHabcdefghIJKLMNOPijklmnop
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// name_color_checksum = 000000000ijklmabcdeIJKLM00000000 ^ xxxxxxxxyyyyyyyyxxxxxxxxyyyyyyyy
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uint32_t xbrgx95558 = ((name_color << 15) & 0x007C0000) | ((name_color >> 6) & 0x0003E000) | ((name_color >> 3) & 0x00001F00);
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uint32_t mask = (x << 24) | (y << 16) | (x << 8) | y;
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return xbrgx95558 ^ mask;
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@@ -116,8 +116,11 @@ struct PlayerVisualConfig {
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/* 18 */ le_uint32_t name_color = 0xFFFFFFFF; // ARGB
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/* 1C */ uint8_t extra_model = 0;
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/* 1D */ parray<uint8_t, 0x0F> unused;
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// See compute_name_color_checksum for details on how this is computed. This
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// field is ignored on V3.
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// See compute_name_color_checksum for details on how this is computed. If the
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// value is incorrect, V1 and V2 will ignore the name_color field and use the
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// default color instead. This field is ignored on GC; on BB (and presumably
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// Xbox), if this has a nonzero value, the "Change Name" option appears in the
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// character selection menu.
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/* 2C */ le_uint32_t name_color_checksum = 0;
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/* 30 */ uint8_t section_id = 0;
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/* 31 */ uint8_t char_class = 0;
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