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feat: Add CurrentMinion to Character
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1 changed files with 22 additions and 1 deletions
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@ -98,6 +98,13 @@ public interface ICharacter : IGameObject
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/// Gets the current mount for this character. Will be <c>null</c> if the character doesn't have a mount.
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/// </summary>
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public ExcelResolver<Mount>? CurrentMount { get; }
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/// <summary>
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/// Gets the current minion summoned for this character. Will be <c>null</c> if the character doesn't have a minion.
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/// This method *will* return information about a spawned (but invisible) minion, e.g. if the character is riding a
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/// mount.
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/// </summary>
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public ExcelResolver<Companion>? CurrentMinion { get; }
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}
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/// <summary>
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@ -183,13 +190,27 @@ internal unsafe class Character : GameObject, ICharacter
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{
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get
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{
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if (this.Struct->IsNotMounted()) return null; // safety i guess?
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if (this.Struct->IsNotMounted()) return null; // just for safety.
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var mountId = this.Struct->Mount.MountId;
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return mountId == 0 ? null : new ExcelResolver<Mount>(mountId);
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}
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}
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/// <inheritdoc />
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public ExcelResolver<Companion>? CurrentMinion
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{
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get
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{
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if (this.Struct->CompanionObject != null)
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return new ExcelResolver<Companion>(this.Struct->CompanionObject->BaseId);
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// this is only present if a minion is summoned but hidden (e.g. the player's on a mount).
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var hiddenCompanionId = this.Struct->CompanionData.CompanionId;
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return hiddenCompanionId == 0 ? null : new ExcelResolver<Companion>(hiddenCompanionId);
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}
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}
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/// <summary>
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/// Gets the underlying structure.
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/// </summary>
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