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305
GlamourerOld/State/ActiveDesign.Manager.cs
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305
GlamourerOld/State/ActiveDesign.Manager.cs
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using System;
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using System.Collections;
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using Glamourer.Interop;
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using Penumbra.GameData.Actors;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using FFXIVClientStructs.FFXIV.Client.Game.Object;
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using Glamourer.Api;
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using Glamourer.Customization;
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using Glamourer.Designs;
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using Glamourer.Services;
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using Penumbra.Api.Enums;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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using CustomizeData = Penumbra.GameData.Structs.CustomizeData;
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namespace Glamourer.State;
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public sealed partial class ActiveDesign
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{
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[Flags]
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public enum ChangeType
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{
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Default = 0x00,
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Changed = 0x01,
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Fixed = 0x02,
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}
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public class Manager : IReadOnlyDictionary<ActorIdentifier, ActiveDesign>
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{
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private readonly ActorService _actors;
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private readonly ObjectManager _objects;
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private readonly PenumbraAttach _penumbra;
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private readonly ItemManager _items;
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private readonly VisorService _visor;
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private readonly ChangeCustomizeService _customize;
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private readonly UpdateSlotService _updateSlot;
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private readonly WeaponService _weaponService;
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private readonly Dictionary<ActorIdentifier, ActiveDesign> _characterSaves = new();
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public Manager(ActorService actors, ObjectManager objects, PenumbraAttach penumbra, ItemManager items, VisorService visor,
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ChangeCustomizeService customize, UpdateSlotService updateSlot, WeaponService weaponService)
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{
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_actors = actors;
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_objects = objects;
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_penumbra = penumbra;
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_items = items;
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_visor = visor;
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_customize = customize;
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_updateSlot = updateSlot;
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_weaponService = weaponService;
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}
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public IEnumerator<KeyValuePair<ActorIdentifier, ActiveDesign>> GetEnumerator()
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=> _characterSaves.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator()
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=> GetEnumerator();
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public int Count
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=> _characterSaves.Count;
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public bool ContainsKey(ActorIdentifier key)
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=> _characterSaves.ContainsKey(key);
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public bool TryGetValue(ActorIdentifier key, [NotNullWhen(true)] out ActiveDesign? value)
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=> _characterSaves.TryGetValue(key, out value);
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public ActiveDesign this[ActorIdentifier key]
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=> _characterSaves[key];
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public IEnumerable<ActorIdentifier> Keys
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=> _characterSaves.Keys;
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public IEnumerable<ActiveDesign> Values
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=> _characterSaves.Values;
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public void DeleteSave(ActorIdentifier identifier)
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=> _characterSaves.Remove(identifier);
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public unsafe ActiveDesign GetOrCreateSave(Actor actor)
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{
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var id = _actors.AwaitedService.FromObject((GameObject*)actor.Pointer, out _, false, false, false);
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if (_characterSaves.TryGetValue(id, out var save))
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{
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save.Initialize(_items, actor);
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return save;
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}
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id = id.CreatePermanent();
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save = new ActiveDesign(_items, id, actor);
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save.Initialize(_items, actor);
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_characterSaves.Add(id, save);
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return save;
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}
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public void SetWetness(ActiveDesign design, bool wet, bool fromFixed)
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=> design.IsWet = wet;
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public void SetHatVisible(ActiveDesign design, bool visible, bool fromFixed)
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=> design.IsHatVisible = visible;
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public void SetVisor(ActiveDesign design, bool toggled, bool fromFixed)
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=> design.IsVisorToggled = toggled;
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public void SetWeaponVisible(ActiveDesign design, bool visible, bool fromFixed)
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=> design.IsWeaponVisible = visible;
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public unsafe void ApplyDesign(ActiveDesign to, Design from, bool fromFixed)
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{
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if (to.ModelId != from.ModelId)
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return;
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if (from.DoApplyEquip(EquipSlot.MainHand))
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ChangeMainHand(to, from.MainHandId, fromFixed);
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if (from.DoApplyStain(EquipSlot.MainHand))
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ChangeStain(to, EquipSlot.MainHand, from.WeaponMain.Stain, fromFixed);
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if (from.DoApplyEquip(EquipSlot.OffHand))
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ChangeOffHand(to, from.OffHandId, fromFixed);
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if (from.DoApplyStain(EquipSlot.OffHand))
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ChangeStain(to, EquipSlot.OffHand, from.WeaponOff.Stain, fromFixed);
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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{
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var armor = from.Armor(slot);
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if (from.DoApplyEquip(slot))
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ChangeEquipment(to, slot, armor, fromFixed);
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if (from.DoApplyStain(slot))
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ChangeStain(to, slot, armor.Stain, fromFixed);
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}
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ChangeCustomize(to, from.ApplyCustomize, from.ModelData.Customize.Data, fromFixed);
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if (from.Wetness.Enabled)
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SetWetness(to, from.Wetness.ForcedValue, fromFixed);
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if (from.Hat.Enabled)
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SetHatVisible(to, from.Hat.ForcedValue, fromFixed);
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if (from.Visor.Enabled)
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SetVisor(to, from.Visor.ForcedValue, fromFixed);
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if (from.Weapon.Enabled)
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SetWeaponVisible(to, from.Weapon.ForcedValue, fromFixed);
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}
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public void RevertDesign(ActiveDesign design)
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{
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RevertCustomize(design, design.ChangedCustomize);
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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RevertEquipment(design, slot, design.ChangedEquip.HasFlag(slot.ToFlag()), design.ChangedEquip.HasFlag(slot.ToStainFlag()));
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RevertMainHand(design);
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RevertOffHand(design);
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}
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public void ChangeMainHand(ActiveDesign design, uint itemId, bool fromFixed)
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=> design.SetMainhand(_items, itemId);
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public void ChangeOffHand(ActiveDesign design, uint itemId, bool fromFixed)
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=> design.SetOffhand(_items, itemId);
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public void RevertMainHand(ActiveDesign design)
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{ }
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public void RevertOffHand(ActiveDesign design)
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{ }
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public void RevertCustomize(ActiveDesign design, CustomizeFlag flags)
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=> ChangeCustomize(design, flags, design._initialData.Customize.Data, false);
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public void ChangeCustomize(ActiveDesign design, CustomizeFlag flags, CustomizeData newValue, bool fromFixed)
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{
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var customize = new Customize(newValue);
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var anyChanges = false;
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foreach (var option in Enum.GetValues<CustomizeIndex>())
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{
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var flag = option.ToFlag();
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var apply = flags.HasFlag(flag);
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anyChanges |= apply && design.SetCustomize(option, customize[option]);
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if (design.GetCustomize(option).Value != design._initialData.Customize[option].Value)
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design.ChangedCustomize |= flag;
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else
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design.ChangedCustomize &= ~flag;
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if (fromFixed)
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design.FixedCustomize |= flag;
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else
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design.FixedCustomize &= ~flag;
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}
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if (!anyChanges)
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return;
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_objects.Update();
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if (!_objects.TryGetValue(design.Identifier, out var data))
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return;
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var redraw = flags.RequiresRedraw();
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foreach (var obj in data.Objects)
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{
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if (redraw)
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_penumbra.RedrawObject(obj, RedrawType.Redraw);
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else
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_customize.UpdateCustomize(obj, design.ModelData.Customize.Data);
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}
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}
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public void RevertEquipment(ActiveDesign design, EquipSlot slot, bool equip, bool stain)
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{
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var item = design._initialData.Armor(slot);
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if (equip)
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{
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var flag = slot.ToFlag();
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design.UpdateArmor(_items, slot, item, true);
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design.ChangedEquip &= ~flag;
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design.FixedEquip &= ~flag;
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}
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if (stain)
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{
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var flag = slot.ToStainFlag();
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design.SetStain(slot, item.Stain);
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design.ChangedEquip &= ~flag;
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design.FixedEquip &= ~flag;
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}
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_objects.Update();
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if (!_objects.TryGetValue(design.Identifier, out var data))
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return;
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foreach (var obj in data.Objects)
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_updateSlot.UpdateSlot(obj.DrawObject, slot, item);
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}
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public void ChangeEquipment(ActiveDesign design, EquipSlot slot, Item item, bool fromFixed)
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{
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var flag = slot.ToFlag();
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design.SetArmor(slot, item);
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var current = design.Armor(slot);
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var initial = design._initialData.Armor(slot);
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if (current.ModelBase.Value != initial.Set.Value || current.Variant != initial.Variant)
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design.ChangedEquip |= flag;
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else
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design.ChangedEquip &= ~flag;
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if (fromFixed)
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design.FixedEquip |= flag;
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else
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design.FixedEquip &= ~flag;
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_objects.Update();
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if (!_objects.TryGetValue(design.Identifier, out var data))
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return;
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foreach (var obj in data.Objects)
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_updateSlot.UpdateSlot(obj.DrawObject, slot, item.Model);
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}
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public void ChangeStain(ActiveDesign design, EquipSlot slot, StainId stain, bool fromFixed)
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{
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var flag = slot.ToStainFlag();
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design.SetStain(slot, stain);
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var (current, initial, weapon) = slot switch
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{
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EquipSlot.MainHand => (design.WeaponMain.Stain, design._initialData.MainHand.Stain, true),
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EquipSlot.OffHand => (design.WeaponOff.Stain, design._initialData.OffHand.Stain, true),
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_ => (design.Armor(slot).Stain, design._initialData.Armor(slot).Stain, false),
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};
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if (current.Value != initial.Value)
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design.ChangedEquip |= flag;
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else
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design.ChangedEquip &= ~flag;
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if (fromFixed)
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design.FixedEquip |= flag;
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else
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design.FixedEquip &= ~flag;
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_objects.Update();
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if (!_objects.TryGetValue(design.Identifier, out var data))
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return;
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foreach (var obj in data.Objects)
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{
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if (weapon)
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_weaponService.LoadStain(obj, EquipSlot.MainHand, stain);
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else
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_updateSlot.UpdateStain(obj.DrawObject, slot, stain);
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}
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}
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public void ChangeVisor(ActiveDesign design, bool on, bool fromFixed)
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{
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var current = design.IsVisorToggled;
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if (current == on)
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return;
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design.IsVisorToggled = on;
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_objects.Update();
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if (!_objects.TryGetValue(design.Identifier, out var data))
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return;
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foreach (var obj in data.Objects)
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_visor.SetVisorState(obj.DrawObject, on);
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}
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}
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}
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