do not protect when state is locked.

This commit is contained in:
Ottermandias 2023-12-29 19:01:05 +01:00
parent 6c5c202356
commit 22ea1e344e

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@ -28,7 +28,7 @@ public class StateListener : IDisposable
private readonly StateManager _manager; private readonly StateManager _manager;
private readonly StateApplier _applier; private readonly StateApplier _applier;
private readonly ItemManager _items; private readonly ItemManager _items;
private readonly CustomizeService _customizations; private readonly CustomizeService _customizations;
private readonly PenumbraService _penumbra; private readonly PenumbraService _penumbra;
private readonly SlotUpdating _slotUpdating; private readonly SlotUpdating _slotUpdating;
private readonly WeaponLoading _weaponLoading; private readonly WeaponLoading _weaponLoading;
@ -134,7 +134,7 @@ public class StateListener : IDisposable
} }
_funModule.ApplyFunOnLoad(actor, new Span<CharacterArmor>((void*)equipDataPtr, 10), ref customize); _funModule.ApplyFunOnLoad(actor, new Span<CharacterArmor>((void*)equipDataPtr, 10), ref customize);
if (modelId == 0) if (modelId == 0 && _creatingState is not { IsLocked: true })
ProtectRestrictedGear(equipDataPtr, customize.Race, customize.Gender); ProtectRestrictedGear(equipDataPtr, customize.Race, customize.Gender);
} }