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https://github.com/Ottermandias/Glamourer.git
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Make a reapply event.
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parent
0bc9fc872e
commit
22a8ba3f35
9 changed files with 22 additions and 16 deletions
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@ -110,7 +110,7 @@ public partial class GlamourerIpc
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foreach (var obj in data.Objects)
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{
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_autoDesignApplier.ReapplyAutomation(obj, state.Identifier, state);
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_stateManager.ReapplyState(obj);
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_stateManager.ReapplyState(obj, StateSource.IpcManual);
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}
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}
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}
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@ -151,7 +151,7 @@ public sealed class AutoDesignApplier : IDisposable
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{
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Reduce(data.Objects[0], state, newSet, false, false);
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foreach (var actor in data.Objects)
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_state.ReapplyState(actor);
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_state.ReapplyState(actor, StateSource.Fixed);
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}
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}
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else if (_objects.TryGetValueAllWorld(id, out data) || _objects.TryGetValueNonOwned(id, out data))
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@ -162,7 +162,7 @@ public sealed class AutoDesignApplier : IDisposable
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if (_state.GetOrCreate(specificId, actor, out var state))
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{
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Reduce(actor, state, newSet, false, false);
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_state.ReapplyState(actor);
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_state.ReapplyState(actor, StateSource.Fixed);
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}
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}
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}
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@ -210,7 +210,7 @@ public sealed class AutoDesignApplier : IDisposable
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var respectManual = state.LastJob == newJob.Id;
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state.LastJob = actor.Job;
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Reduce(actor, state, set, respectManual, true);
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_state.ReapplyState(actor);
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_state.ReapplyState(actor, StateSource.Fixed);
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}
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public void ReapplyAutomation(Actor actor, ActorIdentifier identifier, ActorState state)
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@ -310,7 +310,7 @@ public sealed class AutoDesignApplier : IDisposable
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Reduce(data.Objects[0], state, set, respectManual, job != state.LastJob);
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NewGearsetId = -1;
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foreach (var actor in data.Objects)
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_state.ReapplyState(actor);
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_state.ReapplyState(actor, StateSource.Fixed);
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}
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public static unsafe bool CheckGearset(short check)
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@ -53,6 +53,9 @@ namespace Glamourer.Events
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/// <summary> A characters saved state had a meta toggle changed. Data is the old stain id, the new stain id and the slot [(StainId, StainId, EquipSlot)]. </summary>
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Other,
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/// <summary> A characters state was reapplied. Data is null. </summary>
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Reapply,
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}
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public enum Priority
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@ -225,7 +225,7 @@ public sealed class DesignQuickBar : Window, IDisposable
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foreach (var actor in data.Objects)
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{
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_autoDesignApplier.ReapplyAutomation(actor, id, state!);
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_stateManager.ReapplyState(actor);
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_stateManager.ReapplyState(actor, StateSource.Manual);
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}
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}
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@ -373,7 +373,7 @@ public class ActorPanel(
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ImGui.SameLine();
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if (ImGuiUtil.DrawDisabledButton("Reapply State", Vector2.Zero, "Try to reapply the configured state if something went wrong.",
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_state!.IsLocked))
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_stateManager.ReapplyState(_actor);
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_stateManager.ReapplyState(_actor, StateSource.Manual);
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ImGui.SameLine();
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if (ImGuiUtil.DrawDisabledButton("Reapply Automation", Vector2.Zero,
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@ -381,7 +381,7 @@ public class ActorPanel(
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!_config.EnableAutoDesigns || _state!.IsLocked))
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{
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_autoDesignApplier.ReapplyAutomation(_actor, _identifier, _state!);
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_stateManager.ReapplyState(_actor);
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_stateManager.ReapplyState(_actor, StateSource.Manual);
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}
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}
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@ -1,4 +1,4 @@
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using Glamourer.Designs;
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using Glamourer.Designs;
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using Glamourer.Services;
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using Newtonsoft.Json.Linq;
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using Penumbra.GameData.Enums;
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@ -57,6 +57,7 @@ public sealed class CmaFile
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var idx = slot.ToIndex();
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if (idx * 4 + 3 >= byteData.Length)
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continue;
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var armor = ((CharacterArmor*)ptr)[idx];
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var item = items.Identify(slot, armor.Set, armor.Variant);
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data.SetItem(slot, item);
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@ -308,7 +308,7 @@ public class CommandService : IDisposable
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if (_stateManager.GetOrCreate(identifier, actor, out var state))
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{
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_autoDesignApplier.ReapplyAutomation(actor, identifier, state);
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_stateManager.ReapplyState(actor);
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_stateManager.ReapplyState(actor, StateSource.Manual);
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}
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}
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}
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@ -357,7 +357,7 @@ public class CommandService : IDisposable
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return true;
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foreach (var actor in data.Objects)
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_stateManager.ReapplyState(actor);
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_stateManager.ReapplyState(actor, StateSource.Manual);
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}
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@ -341,6 +341,8 @@ public class StateApplier(
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ChangeMetaState(actors, MetaIndex.VisorState, state.ModelData.IsVisorToggled());
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ChangeCrests(actors, state.ModelData.CrestVisibility);
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ChangeParameters(actors, state.OnlyChangedParameters(), state.ModelData.Parameters, state.IsLocked);
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foreach (var material in state.Materials.Values)
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ChangeMaterialValue(actors, MaterialValueIndex.FromKey(material.Key), material.Value.Model, state.IsLocked);
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}
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return actors;
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@ -334,14 +334,14 @@ public sealed class StateManager(
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}
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}
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public void ReapplyState(Actor actor)
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public void ReapplyState(Actor actor, StateSource source)
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{
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if (!GetOrCreate(actor, out var state))
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return;
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Applier.ApplyAll(state,
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!actor.Model.IsHuman || CustomizeArray.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw(),
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false);
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var data = Applier.ApplyAll(state,
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!actor.Model.IsHuman || CustomizeArray.Compare(actor.Model.GetCustomize(), state.ModelData.Customize).RequiresRedraw(), false);
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StateChanged.Invoke(StateChanged.Type.Reapply, source, state, data, null);
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}
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public void DeleteState(ActorIdentifier identifier)
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