From 1a20da1a67aef34d2867bee132a8fb878fce0777 Mon Sep 17 00:00:00 2001 From: OptimShi Date: Tue, 21 Dec 2021 10:54:16 -0700 Subject: [PATCH] Fix ObjDesc to also take into account certain equipped ItemType.Clothing items (#3757) --- Source/ACE.Server/WorldObjects/Creature_Networking.cs | 4 ++-- Source/ACE.Server/WorldObjects/WorldObject_Properties.cs | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Source/ACE.Server/WorldObjects/Creature_Networking.cs b/Source/ACE.Server/WorldObjects/Creature_Networking.cs index c316d135f2..50ddf1aa2d 100644 --- a/Source/ACE.Server/WorldObjects/Creature_Networking.cs +++ b/Source/ACE.Server/WorldObjects/Creature_Networking.cs @@ -108,8 +108,8 @@ public override ACE.Entity.ObjDesc CalculateObjDesc() break; } - // get all the Armor Items so we can calculate their priority - var armorItems = EquippedObjects.Values.Where(x => (x.ItemType == ItemType.Armor)).ToList(); + // get all the Armor Items, and any Clothing items that might be equipped (robes, slippers, gloves, kasa, etc) so we can calculate their priority + var armorItems = EquippedObjects.Values.Where(x => (x.ItemType == ItemType.Armor || (x.CurrentWieldedLocation & (EquipMask.Armor | EquipMask.Extremity)) != 0)).ToList(); foreach (var w in armorItems) w.setVisualClothingPriority(); diff --git a/Source/ACE.Server/WorldObjects/WorldObject_Properties.cs b/Source/ACE.Server/WorldObjects/WorldObject_Properties.cs index 0bfbdad07b..79282942d0 100644 --- a/Source/ACE.Server/WorldObjects/WorldObject_Properties.cs +++ b/Source/ACE.Server/WorldObjects/WorldObject_Properties.cs @@ -1261,7 +1261,7 @@ public CoverageMask? VisualClothingPriority /// public void setVisualClothingPriority() { - if (ClothingBase.HasValue && (CurrentWieldedLocation & (EquipMask.Armor | EquipMask.HandWear)) != 0) + if (ClothingBase.HasValue && (CurrentWieldedLocation & (EquipMask.Armor | EquipMask.Extremity)) != 0) { ClothingTable item = DatManager.PortalDat.ReadFromDat((uint)ClothingBase); VisualClothingPriority = item.GetVisualPriority();