So, I've been rummaging through the looting UI, and noticed a discrepancy. In the code that choses the icon based on the container's proto, there are two entries for which the corresponding icons are never loaded. One is for lareth's dresser, the other is for the earth temple altar. Has anyone ever noticed that those two containers don't have an icon in the looting UI? TP even displays it as a white square (which is a quirk of ours for invalid texture ids, the original game I think just didn't display it at all): Was this always the case? Or did this get introduced by one of the DLL hacks? Here's the code from temple.dll: Code: switch ( GetProto(critterLooted) ) { case 1028: a1.textureId = looting_container_icons[2]; break; case 1031: a1.textureId = looting_container_icons[3]; break; case 1045: a1.textureId = looting_container_icons[4]; break; case 1047: a1.textureId = looting_container_icons[5]; break; case 1030: case 1052: a1.textureId = looting_container_icons[1]; break; default: a1.textureId = looting_container_icons[0]; break; } Index 4 and 5 are never loaded, while the other ones are: Code: if ( RegisterUiTexture("art\\interface\\char_ui\\char_looting_ui\\Looting_ChestPortrait.tga", looting_container_icons) || RegisterUiTexture("art\\interface\\char_ui\\char_looting_ui\\HommletWell.tga", &looting_container_icons[2]) || RegisterUiTexture("art\\interface\\char_ui\\char_looting_ui\\RainbowRock.tga", &looting_container_icons[3]) || RegisterUiTexture("art\\interface\\char_ui\\char_looting_ui\\Anvil.tga", &looting_container_icons[1]) It's an easy fix, but I am just super confused that this was never noticed...
Alright, something to fix then. Both texture's are actually in the folder and present, so they can just be used as-is. and
I'm sure it was noticed but without a .dll hack it could never be fixed so probably no one mentioned it (not a high priority either). I've never had the slightest clue how to fix it and would love to add custom images to new containers. Anyway, well done.