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fix: always run HandleRemoveNodes, even if DTR element doesn't exist
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5cb693e834
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1 changed files with 4 additions and 4 deletions
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@ -133,11 +133,11 @@ namespace Dalamud.Game.Gui.Dtr
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private void Update(Framework unused)
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private void Update(Framework unused)
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{
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{
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this.HandleRemovedNodes();
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var dtr = GetDtr();
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var dtr = GetDtr();
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if (dtr == null) return;
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if (dtr == null) return;
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this.HandleRemovedNodes();
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// The collision node on the DTR element is always the width of its content
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// The collision node on the DTR element is always the width of its content
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if (dtr->UldManager.NodeList == null) return;
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if (dtr->UldManager.NodeList == null) return;
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@ -236,7 +236,7 @@ namespace Dalamud.Game.Gui.Dtr
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private bool AddNode(AtkTextNode* node)
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private bool AddNode(AtkTextNode* node)
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{
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{
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var dtr = GetDtr();
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var dtr = GetDtr();
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if (dtr == null || dtr->RootNode == null || node == null) return false;
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if (dtr == null || dtr->RootNode == null || dtr->UldManager.NodeList == null || node == null) return false;
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var lastChild = dtr->RootNode->ChildNode;
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var lastChild = dtr->RootNode->ChildNode;
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while (lastChild->PrevSiblingNode != null) lastChild = lastChild->PrevSiblingNode;
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while (lastChild->PrevSiblingNode != null) lastChild = lastChild->PrevSiblingNode;
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@ -256,7 +256,7 @@ namespace Dalamud.Game.Gui.Dtr
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private bool RemoveNode(AtkTextNode* node)
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private bool RemoveNode(AtkTextNode* node)
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{
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{
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var dtr = GetDtr();
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var dtr = GetDtr();
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if (dtr == null || dtr->RootNode == null || node == null) return false;
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if (dtr == null || dtr->RootNode == null || dtr->UldManager.NodeList == null || node == null) return false;
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var tmpPrevNode = node->AtkResNode.PrevSiblingNode;
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var tmpPrevNode = node->AtkResNode.PrevSiblingNode;
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var tmpNextNode = node->AtkResNode.NextSiblingNode;
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var tmpNextNode = node->AtkResNode.NextSiblingNode;
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