From 66ed721105d0c8c021a858142a7e14e56bb5c8f3 Mon Sep 17 00:00:00 2001 From: Ottermandias Date: Wed, 27 Nov 2024 23:07:42 +0100 Subject: [PATCH] Treat no Automation Set as empty automation set. --- Glamourer/Automation/AutoDesignApplier.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Glamourer/Automation/AutoDesignApplier.cs b/Glamourer/Automation/AutoDesignApplier.cs index ccaae21..e0a4c33 100644 --- a/Glamourer/Automation/AutoDesignApplier.cs +++ b/Glamourer/Automation/AutoDesignApplier.cs @@ -222,12 +222,11 @@ public sealed class AutoDesignApplier : IDisposable if (!_config.EnableAutoDesigns) return; - if (!GetPlayerSet(identifier, out var set)) - return; - if (reset) _state.ResetState(state, StateSource.Game); - Reduce(actor, state, set, false, false, out forcedRedraw); + + if (GetPlayerSet(identifier, out var set)) + Reduce(actor, state, set, false, false, out forcedRedraw); } public bool Reduce(Actor actor, ActorIdentifier identifier, [NotNullWhen(true)] out ActorState? state) @@ -284,7 +283,8 @@ public sealed class AutoDesignApplier : IDisposable return; var mergedDesign = _designMerger.Merge( - set.Designs.Where(d => d.IsActive(actor)).SelectMany(d => d.Design.AllLinks.Select(l => (l.Design, l.Flags & d.Type, d.Jobs.Flags))), + set.Designs.Where(d => d.IsActive(actor)) + .SelectMany(d => d.Design.AllLinks.Select(l => (l.Design, l.Flags & d.Type, d.Jobs.Flags))), state.ModelData.Customize, state.BaseData, true, _config.AlwaysApplyAssociatedMods); _state.ApplyDesign(state, mergedDesign, new ApplySettings(0, StateSource.Fixed, respectManual, fromJobChange, false, false, false));