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https://github.com/Ottermandias/Glamourer.git
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Maybe fix problem with Mare syncing wrong with Restricted Gear protection enabled.
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parent
ad577c7005
commit
2e9a30427d
3 changed files with 25 additions and 9 deletions
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@ -1,5 +1,6 @@
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using System.Linq;
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using Glamourer.Customization;
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using Glamourer.Events;
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using Glamourer.Interop;
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using Glamourer.Interop.Penumbra;
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using Glamourer.Interop.Structs;
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@ -91,7 +92,7 @@ public class StateApplier
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/// This uses the current customization of the model to potentially prevent restricted gear types from appearing.
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/// This never requires redrawing.
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/// </summary>
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public void ChangeArmor(ActorData data, EquipSlot slot, CharacterArmor armor, bool isHatVisible = true)
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public void ChangeArmor(ActorData data, EquipSlot slot, CharacterArmor armor, bool checkRestrictions, bool isHatVisible = true)
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{
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if (slot is EquipSlot.Head && !isHatVisible)
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return;
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@ -102,18 +103,26 @@ public class StateApplier
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if (!mdl.IsHuman)
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continue;
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var customize = mdl.GetCustomize();
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var (_, resolvedItem) = _items.ResolveRestrictedGear(armor, slot, customize.Race, customize.Gender);
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_updateSlot.UpdateSlot(actor.Model, slot, resolvedItem);
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if (checkRestrictions)
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{
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var customize = mdl.GetCustomize();
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var (_, resolvedItem) = _items.ResolveRestrictedGear(armor, slot, customize.Race, customize.Gender);
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_updateSlot.UpdateSlot(actor.Model, slot, resolvedItem);
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}
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else
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{
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_updateSlot.UpdateSlot(actor.Model, slot, armor);
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}
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}
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}
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/// <inheritdoc cref="ChangeArmor(ActorData,EquipSlot,CharacterArmor,bool)"/>
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/// <inheritdoc cref="ChangeArmor(ActorData,EquipSlot,CharacterArmor,bool,bool)"/>
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public ActorData ChangeArmor(ActorState state, EquipSlot slot, bool apply)
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{
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// If the source is not IPC we do not want to apply restrictions.
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var data = GetData(state);
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if (apply)
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ChangeArmor(data, slot, state.ModelData.Armor(slot), state.ModelData.IsHatVisible());
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ChangeArmor(data, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc, state.ModelData.IsHatVisible());
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return data;
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}
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@ -225,12 +225,19 @@ public class StateListener : IDisposable
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if (_condition[ConditionFlag.CreatingCharacter] && actor.Index >= ObjectIndex.CutsceneStart)
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return;
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// If the model comes from IPC it is probably from Mare,
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// then we do not want to use our restricted gear protection
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// since we assume the player has that gear modded to availability.
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var locked = false;
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if (actor.Identifier(_actors.AwaitedService, out var identifier)
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&& _manager.TryGetValue(identifier, out var state))
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{
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HandleEquipSlot(actor, state, slot, ref armor.Value);
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locked = state[slot, false] is StateChanged.Source.Ipc;
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}
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_funModule.ApplyFun(actor, ref armor.Value, slot);
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if (!_config.UseRestrictedGearProtection)
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if (!_config.UseRestrictedGearProtection || locked)
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return;
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var customize = model.GetCustomize();
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@ -263,7 +270,7 @@ public class StateListener : IDisposable
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_applier.ChangeWeapon(objects, slot, currentItem, stain);
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break;
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default:
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_applier.ChangeArmor(objects, slot, current.ToArmor(), state.ModelData.IsHatVisible());
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_applier.ChangeArmor(objects, slot, current.ToArmor(), state[slot, false] is not StateChanged.Source.Ipc, state.ModelData.IsHatVisible());
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break;
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}
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}
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@ -408,7 +408,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
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{
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_applier.ChangeCustomize(actors, state.ModelData.Customize);
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state.ModelData.IsHatVisible());
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_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc, state.ModelData.IsHatVisible());
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var mainhandActors = state.ModelData.MainhandType != state.BaseData.MainhandType ? actors.OnlyGPose() : actors;
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_applier.ChangeMainhand(mainhandActors, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));
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var offhandActors = state.ModelData.OffhandType != state.BaseData.OffhandType ? actors.OnlyGPose() : actors;
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