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Fix palettes not resetting on Reapply Automation with Use Game State as Base.
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parent
1ab9d5a2a7
commit
3b5f89e6a1
2 changed files with 8 additions and 5 deletions
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@ -274,7 +274,7 @@ public class AutoDesignApplier : IDisposable
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CustomizeParameterFlag totalParameterFlags = 0;
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CustomizeParameterFlag totalParameterFlags = 0;
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byte totalMetaFlags = 0;
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byte totalMetaFlags = 0;
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if (set.BaseState == AutoDesignSet.Base.Game)
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if (set.BaseState == AutoDesignSet.Base.Game)
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_state.ResetStateFixed(state);
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_state.ResetStateFixed(state, respectManual);
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else if (!respectManual)
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else if (!respectManual)
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state.RemoveFixedDesignSources();
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state.RemoveFixedDesignSources();
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@ -504,7 +504,7 @@ public class StateManager(
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_event.Invoke(StateChanged.Type.Reset, StateChanged.Source.Manual, state, actors, null);
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_event.Invoke(StateChanged.Type.Reset, StateChanged.Source.Manual, state, actors, null);
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}
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}
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public void ResetStateFixed(ActorState state, uint key = 0)
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public void ResetStateFixed(ActorState state, bool respectManualPalettes, uint key = 0)
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{
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{
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if (!state.Unlock(key))
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if (!state.Unlock(key))
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return;
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return;
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@ -541,10 +541,13 @@ public class StateManager(
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foreach (var flag in CustomizeParameterExtensions.AllFlags)
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foreach (var flag in CustomizeParameterExtensions.AllFlags)
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{
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{
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if (state[flag] is StateChanged.Source.Fixed)
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switch (state[flag])
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{
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{
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state[flag] = StateChanged.Source.Game;
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case StateChanged.Source.Fixed:
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state.ModelData.Parameters[flag] = state.BaseData.Parameters[flag];
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case StateChanged.Source.Manual when !respectManualPalettes:
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state[flag] = StateChanged.Source.Game;
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state.ModelData.Parameters[flag] = state.BaseData.Parameters[flag];
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break;
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}
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}
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}
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}
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