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168
Glamourer.GameData/ActorEquipExtensions.cs
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168
Glamourer.GameData/ActorEquipExtensions.cs
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using System;
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using System.ComponentModel;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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namespace Glamourer
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{
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public static class WriteExtensions
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{
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private static unsafe void Write(IntPtr actorPtr, EquipSlot slot, SetId? id, WeaponType? type, ushort? variant, StainId? stain)
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{
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void WriteWeapon(int offset)
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{
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var address = (byte*) actorPtr + offset;
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if (id.HasValue)
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*(ushort*) address = (ushort) id.Value;
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if (type.HasValue)
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*(ushort*) (address + 2) = (ushort) type.Value;
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if (variant.HasValue)
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*(ushort*) (address + 4) = variant.Value;
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if (stain.HasValue)
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*(address + 6) = (byte) stain.Value;
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}
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void WriteEquip(int offset)
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{
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var address = (byte*) actorPtr + offset;
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if (id.HasValue)
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*(ushort*) address = (ushort) id.Value;
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if (variant < byte.MaxValue)
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*(address + 2) = (byte) variant.Value;
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if (stain.HasValue)
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*(address + 3) = (byte) stain.Value;
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}
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switch (slot)
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{
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case EquipSlot.MainHand:
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WriteWeapon(ActorEquipment.MainWeaponOffset);
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break;
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case EquipSlot.OffHand:
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WriteWeapon(ActorEquipment.OffWeaponOffset);
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break;
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case EquipSlot.Head:
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WriteEquip(ActorEquipment.EquipmentOffset);
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break;
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case EquipSlot.Body:
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WriteEquip(ActorEquipment.EquipmentOffset + 4);
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break;
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case EquipSlot.Hands:
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WriteEquip(ActorEquipment.EquipmentOffset + 8);
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break;
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case EquipSlot.Legs:
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WriteEquip(ActorEquipment.EquipmentOffset + 12);
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break;
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case EquipSlot.Feet:
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WriteEquip(ActorEquipment.EquipmentOffset + 16);
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break;
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case EquipSlot.Ears:
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WriteEquip(ActorEquipment.EquipmentOffset + 20);
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break;
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case EquipSlot.Neck:
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WriteEquip(ActorEquipment.EquipmentOffset + 24);
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break;
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case EquipSlot.Wrists:
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WriteEquip(ActorEquipment.EquipmentOffset + 28);
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break;
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case EquipSlot.RFinger:
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WriteEquip(ActorEquipment.EquipmentOffset + 32);
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break;
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case EquipSlot.LFinger:
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WriteEquip(ActorEquipment.EquipmentOffset + 36);
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break;
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default: throw new InvalidEnumArgumentException();
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}
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}
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public static void Write(this Stain stain, IntPtr actorPtr, EquipSlot slot)
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=> Write(actorPtr, slot, null, null, null, stain.RowIndex);
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public static void Write(this Item item, IntPtr actorAddress)
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{
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var (id, type, variant) = item.MainModel;
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Write(actorAddress, item.EquippableTo, id, type, variant, null);
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if (item.EquippableTo == EquipSlot.MainHand && item.HasSubModel)
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{
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var (subId, subType, subVariant) = item.SubModel;
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Write(actorAddress, EquipSlot.OffHand, subId, subType, subVariant, null);
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}
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}
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public static void Write(this ActorArmor armor, IntPtr actorAddress, EquipSlot slot)
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=> Write(actorAddress, slot, armor.Set, null, armor.Variant, armor.Stain);
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public static void Write(this ActorWeapon weapon, IntPtr actorAddress, EquipSlot slot)
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=> Write(actorAddress, slot, weapon.Set, weapon.Type, weapon.Variant, weapon.Stain);
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public static unsafe void Write(this ActorEquipment equip, IntPtr actorAddress)
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{
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if (equip.IsSet == 0)
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return;
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Write(actorAddress, EquipSlot.MainHand, equip.MainHand.Set, equip.MainHand.Type, equip.MainHand.Variant, equip.MainHand.Stain);
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Write(actorAddress, EquipSlot.OffHand, equip.OffHand.Set, equip.OffHand.Type, equip.OffHand.Variant, equip.OffHand.Stain);
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fixed (ActorArmor* equipment = &equip.Head)
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{
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Buffer.MemoryCopy(equipment, (byte*) actorAddress + ActorEquipment.EquipmentOffset,
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ActorEquipment.EquipmentSlots * sizeof(ActorArmor), ActorEquipment.EquipmentSlots * sizeof(ActorArmor));
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}
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}
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public static void Write(this ActorEquipment equip, IntPtr actorAddress, ActorEquipMask models, ActorEquipMask stains)
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{
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if (models == ActorEquipMask.All && stains == ActorEquipMask.All)
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{
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equip.Write(actorAddress);
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return;
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}
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if (models.HasFlag(ActorEquipMask.MainHand))
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Write(actorAddress, EquipSlot.MainHand, equip.MainHand.Set, equip.MainHand.Type, equip.MainHand.Variant, null);
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if (stains.HasFlag(ActorEquipMask.MainHand))
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Write(actorAddress, EquipSlot.MainHand, null, null, null, equip.MainHand.Stain);
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if (models.HasFlag(ActorEquipMask.OffHand))
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Write(actorAddress, EquipSlot.OffHand, equip.OffHand.Set, equip.OffHand.Type, equip.OffHand.Variant, null);
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if (stains.HasFlag(ActorEquipMask.OffHand))
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Write(actorAddress, EquipSlot.OffHand, null, null, null, equip.OffHand.Stain);
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if (models.HasFlag(ActorEquipMask.Head))
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Write(actorAddress, EquipSlot.Head, equip.Head.Set, null, equip.Head.Variant, null);
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if (stains.HasFlag(ActorEquipMask.Head))
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Write(actorAddress, EquipSlot.Head, null, null, null, equip.Head.Stain);
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if (models.HasFlag(ActorEquipMask.Body))
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Write(actorAddress, EquipSlot.Body, equip.Body.Set, null, equip.Body.Variant, null);
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if (stains.HasFlag(ActorEquipMask.Body))
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Write(actorAddress, EquipSlot.Body, null, null, null, equip.Body.Stain);
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if (models.HasFlag(ActorEquipMask.Hands))
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Write(actorAddress, EquipSlot.Hands, equip.Hands.Set, null, equip.Hands.Variant, null);
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if (stains.HasFlag(ActorEquipMask.Hands))
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Write(actorAddress, EquipSlot.Hands, null, null, null, equip.Hands.Stain);
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if (models.HasFlag(ActorEquipMask.Legs))
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Write(actorAddress, EquipSlot.Legs, equip.Legs.Set, null, equip.Legs.Variant, null);
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if (stains.HasFlag(ActorEquipMask.Legs))
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Write(actorAddress, EquipSlot.Legs, null, null, null, equip.Legs.Stain);
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if (models.HasFlag(ActorEquipMask.Feet))
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Write(actorAddress, EquipSlot.Feet, equip.Feet.Set, null, equip.Feet.Variant, null);
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if (stains.HasFlag(ActorEquipMask.Feet))
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Write(actorAddress, EquipSlot.Feet, null, null, null, equip.Feet.Stain);
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if (models.HasFlag(ActorEquipMask.Ears))
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Write(actorAddress, EquipSlot.Ears, equip.Ears.Set, null, equip.Ears.Variant, null);
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if (models.HasFlag(ActorEquipMask.Neck))
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Write(actorAddress, EquipSlot.Neck, equip.Neck.Set, null, equip.Neck.Variant, null);
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if (models.HasFlag(ActorEquipMask.Wrists))
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Write(actorAddress, EquipSlot.Wrists, equip.Wrists.Set, null, equip.Wrists.Variant, null);
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if (models.HasFlag(ActorEquipMask.LFinger))
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Write(actorAddress, EquipSlot.LFinger, equip.LFinger.Set, null, equip.LFinger.Variant, null);
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if (models.HasFlag(ActorEquipMask.RFinger))
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Write(actorAddress, EquipSlot.RFinger, equip.RFinger.Set, null, equip.RFinger.Variant, null);
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}
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}
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}
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