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Extricate bonus slots somewhat.
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7caf6cc08a
commit
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8 changed files with 86 additions and 37 deletions
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@ -32,7 +32,7 @@ public class StateListener : IDisposable
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private readonly ItemManager _items;
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private readonly CustomizeService _customizations;
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private readonly PenumbraService _penumbra;
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private readonly SlotUpdating _slotUpdating;
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private readonly EquipSlotUpdating _equipSlotUpdating;
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private readonly WeaponLoading _weaponLoading;
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private readonly HeadGearVisibilityChanged _headGearVisibility;
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private readonly VisorStateChanged _visorState;
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@ -52,7 +52,7 @@ public class StateListener : IDisposable
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private CharacterWeapon _lastFistOffhand = CharacterWeapon.Empty;
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public StateListener(StateManager manager, ItemManager items, PenumbraService penumbra, ActorManager actors, Configuration config,
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SlotUpdating slotUpdating, WeaponLoading weaponLoading, VisorStateChanged visorState, WeaponVisibilityChanged weaponVisibility,
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EquipSlotUpdating equipSlotUpdating, WeaponLoading weaponLoading, VisorStateChanged visorState, WeaponVisibilityChanged weaponVisibility,
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HeadGearVisibilityChanged headGearVisibility, AutoDesignApplier autoDesignApplier, FunModule funModule, HumanModelList humans,
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StateApplier applier, MovedEquipment movedEquipment, ObjectManager objects, GPoseService gPose,
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ChangeCustomizeService changeCustomizeService, CustomizeService customizations, ICondition condition, CrestService crestService)
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@ -62,7 +62,7 @@ public class StateListener : IDisposable
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_penumbra = penumbra;
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_actors = actors;
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_config = config;
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_slotUpdating = slotUpdating;
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_equipSlotUpdating = equipSlotUpdating;
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_weaponLoading = weaponLoading;
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_visorState = visorState;
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_weaponVisibility = weaponVisibility;
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@ -202,7 +202,7 @@ public class StateListener : IDisposable
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/// A draw model loads a new equipment piece.
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/// Update base data, apply or update model data, and protect against restricted gear.
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/// </summary>
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private void OnSlotUpdating(Model model, EquipSlot slot, ref CharacterArmor armor, ref ulong returnValue)
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private void OnEquipSlotUpdating(Model model, EquipSlot slot, ref CharacterArmor armor, ref ulong returnValue)
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{
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var actor = _penumbra.GameObjectFromDrawObject(model);
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if (_condition[ConditionFlag.CreatingCharacter] && actor.Index >= ObjectIndex.CutsceneStart)
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@ -699,7 +699,7 @@ public class StateListener : IDisposable
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{
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_penumbra.CreatingCharacterBase += OnCreatingCharacterBase;
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_penumbra.CreatedCharacterBase += OnCreatedCharacterBase;
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_slotUpdating.Subscribe(OnSlotUpdating, SlotUpdating.Priority.StateListener);
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_equipSlotUpdating.Subscribe(OnEquipSlotUpdating, EquipSlotUpdating.Priority.StateListener);
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_movedEquipment.Subscribe(OnMovedEquipment, MovedEquipment.Priority.StateListener);
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_weaponLoading.Subscribe(OnWeaponLoading, WeaponLoading.Priority.StateListener);
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_visorState.Subscribe(OnVisorChange, VisorStateChanged.Priority.StateListener);
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@ -715,7 +715,7 @@ public class StateListener : IDisposable
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{
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_penumbra.CreatingCharacterBase -= OnCreatingCharacterBase;
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_penumbra.CreatedCharacterBase -= OnCreatedCharacterBase;
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_slotUpdating.Unsubscribe(OnSlotUpdating);
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_equipSlotUpdating.Unsubscribe(OnEquipSlotUpdating);
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_movedEquipment.Unsubscribe(OnMovedEquipment);
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_weaponLoading.Unsubscribe(OnWeaponLoading);
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_visorState.Unsubscribe(OnVisorChange);
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