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https://github.com/Ottermandias/Glamourer.git
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Fix load order dependency on weapon load.
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parent
092e0ee30e
commit
59131ec191
1 changed files with 5 additions and 6 deletions
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@ -42,7 +42,6 @@ public unsafe class WeaponService : IDisposable
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private readonly Hook<LoadWeaponDelegate> _loadWeaponHook;
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private readonly Hook<LoadWeaponDelegate> _loadWeaponHook;
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private void LoadWeaponDetour(DrawDataContainer* drawData, uint slot, ulong weaponValue, byte redrawOnEquality, byte unk2,
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private void LoadWeaponDetour(DrawDataContainer* drawData, uint slot, ulong weaponValue, byte redrawOnEquality, byte unk2,
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byte skipGameObject, byte unk4)
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byte skipGameObject, byte unk4)
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{
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{
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@ -80,7 +79,7 @@ public unsafe class WeaponService : IDisposable
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}
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}
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else
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else
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{
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{
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_original(drawData, slot, weaponValue, redrawOnEquality, unk2, skipGameObject, unk4);
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_loadWeaponHook.Original(drawData, slot, weaponValue, redrawOnEquality, unk2, skipGameObject, unk4);
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}
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}
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}
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}
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@ -91,18 +90,18 @@ public unsafe class WeaponService : IDisposable
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{
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{
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case EquipSlot.MainHand:
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case EquipSlot.MainHand:
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_inUpdate.Value = true;
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_inUpdate.Value = true;
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_loadWeaponHook.Original(&character.AsCharacter->DrawData, 0, weapon.Value, 1, 0, 1, 0);
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_original(&character.AsCharacter->DrawData, 0, weapon.Value, 1, 0, 1, 0);
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_inUpdate.Value = false;
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_inUpdate.Value = false;
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return;
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return;
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case EquipSlot.OffHand:
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case EquipSlot.OffHand:
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_inUpdate.Value = true;
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_inUpdate.Value = true;
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_loadWeaponHook.Original(&character.AsCharacter->DrawData, 1, weapon.Value, 1, 0, 1, 0);
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_original(&character.AsCharacter->DrawData, 1, weapon.Value, 1, 0, 1, 0);
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_inUpdate.Value = false;
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_inUpdate.Value = false;
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return;
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return;
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case EquipSlot.BothHand:
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case EquipSlot.BothHand:
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_inUpdate.Value = true;
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_inUpdate.Value = true;
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_loadWeaponHook.Original(&character.AsCharacter->DrawData, 0, weapon.Value, 1, 0, 1, 0);
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_original(&character.AsCharacter->DrawData, 0, weapon.Value, 1, 0, 1, 0);
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_loadWeaponHook.Original(&character.AsCharacter->DrawData, 1, CharacterWeapon.Empty.Value, 1, 0, 1, 0);
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_original(&character.AsCharacter->DrawData, 1, CharacterWeapon.Empty.Value, 1, 0, 1, 0);
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_inUpdate.Value = false;
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_inUpdate.Value = false;
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return;
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return;
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}
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}
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