Extricate bonus slots somewhat.

This commit is contained in:
Ottermandias 2024-07-11 19:45:54 +02:00
parent 7caf6cc08a
commit 7a602d6ec5
8 changed files with 86 additions and 37 deletions

View file

@ -32,7 +32,7 @@ public class StateListener : IDisposable
private readonly ItemManager _items;
private readonly CustomizeService _customizations;
private readonly PenumbraService _penumbra;
private readonly SlotUpdating _slotUpdating;
private readonly EquipSlotUpdating _equipSlotUpdating;
private readonly WeaponLoading _weaponLoading;
private readonly HeadGearVisibilityChanged _headGearVisibility;
private readonly VisorStateChanged _visorState;
@ -52,7 +52,7 @@ public class StateListener : IDisposable
private CharacterWeapon _lastFistOffhand = CharacterWeapon.Empty;
public StateListener(StateManager manager, ItemManager items, PenumbraService penumbra, ActorManager actors, Configuration config,
SlotUpdating slotUpdating, WeaponLoading weaponLoading, VisorStateChanged visorState, WeaponVisibilityChanged weaponVisibility,
EquipSlotUpdating equipSlotUpdating, WeaponLoading weaponLoading, VisorStateChanged visorState, WeaponVisibilityChanged weaponVisibility,
HeadGearVisibilityChanged headGearVisibility, AutoDesignApplier autoDesignApplier, FunModule funModule, HumanModelList humans,
StateApplier applier, MovedEquipment movedEquipment, ObjectManager objects, GPoseService gPose,
ChangeCustomizeService changeCustomizeService, CustomizeService customizations, ICondition condition, CrestService crestService)
@ -62,7 +62,7 @@ public class StateListener : IDisposable
_penumbra = penumbra;
_actors = actors;
_config = config;
_slotUpdating = slotUpdating;
_equipSlotUpdating = equipSlotUpdating;
_weaponLoading = weaponLoading;
_visorState = visorState;
_weaponVisibility = weaponVisibility;
@ -202,7 +202,7 @@ public class StateListener : IDisposable
/// A draw model loads a new equipment piece.
/// Update base data, apply or update model data, and protect against restricted gear.
/// </summary>
private void OnSlotUpdating(Model model, EquipSlot slot, ref CharacterArmor armor, ref ulong returnValue)
private void OnEquipSlotUpdating(Model model, EquipSlot slot, ref CharacterArmor armor, ref ulong returnValue)
{
var actor = _penumbra.GameObjectFromDrawObject(model);
if (_condition[ConditionFlag.CreatingCharacter] && actor.Index >= ObjectIndex.CutsceneStart)
@ -699,7 +699,7 @@ public class StateListener : IDisposable
{
_penumbra.CreatingCharacterBase += OnCreatingCharacterBase;
_penumbra.CreatedCharacterBase += OnCreatedCharacterBase;
_slotUpdating.Subscribe(OnSlotUpdating, SlotUpdating.Priority.StateListener);
_equipSlotUpdating.Subscribe(OnEquipSlotUpdating, EquipSlotUpdating.Priority.StateListener);
_movedEquipment.Subscribe(OnMovedEquipment, MovedEquipment.Priority.StateListener);
_weaponLoading.Subscribe(OnWeaponLoading, WeaponLoading.Priority.StateListener);
_visorState.Subscribe(OnVisorChange, VisorStateChanged.Priority.StateListener);
@ -715,7 +715,7 @@ public class StateListener : IDisposable
{
_penumbra.CreatingCharacterBase -= OnCreatingCharacterBase;
_penumbra.CreatedCharacterBase -= OnCreatedCharacterBase;
_slotUpdating.Unsubscribe(OnSlotUpdating);
_equipSlotUpdating.Unsubscribe(OnEquipSlotUpdating);
_movedEquipment.Unsubscribe(OnMovedEquipment);
_weaponLoading.Unsubscribe(OnWeaponLoading);
_visorState.Unsubscribe(OnVisorChange);