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https://github.com/Ottermandias/Glamourer.git
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Add IpcManual state.
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parent
994b7bfb6c
commit
818bf71032
15 changed files with 242 additions and 109 deletions
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@ -171,7 +171,7 @@ public class StateListener : IDisposable
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var set = _customizations.Manager.GetSet(model.Clan, model.Gender);
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foreach (var index in CustomizationExtensions.AllBasic)
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{
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if (state.Sources[index] is not StateSource.Fixed)
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if (!state.Sources[index].IsFixed())
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{
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var newValue = customize[index];
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var oldValue = model[index];
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@ -214,7 +214,7 @@ public class StateListener : IDisposable
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&& _manager.TryGetValue(identifier, out var state))
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{
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HandleEquipSlot(actor, state, slot, ref armor);
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locked = state.Sources[slot, false] is StateSource.Ipc;
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locked = state.Sources[slot, false] is StateSource.IpcFixed;
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}
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_funModule.ApplyFunToSlot(actor, ref armor, slot);
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@ -241,7 +241,7 @@ public class StateListener : IDisposable
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continue;
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var changed = changedItem.Weapon(stain);
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if (current.Value == changed.Value && state.Sources[slot, false] is not StateSource.Fixed and not StateSource.Ipc)
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if (current.Value == changed.Value && !state.Sources[slot, false].IsFixed())
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{
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_manager.ChangeItem(state, slot, currentItem, ApplySettings.Game);
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_manager.ChangeStain(state, slot, current.Stain, ApplySettings.Game);
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@ -252,7 +252,7 @@ public class StateListener : IDisposable
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_applier.ChangeWeapon(objects, slot, currentItem, stain);
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break;
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default:
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_applier.ChangeArmor(objects, slot, current.ToArmor(), state.Sources[slot, false] is not StateSource.Ipc,
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_applier.ChangeArmor(objects, slot, current.ToArmor(), !state.Sources[slot, false].IsFixed(),
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state.ModelData.IsHatVisible());
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break;
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}
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@ -278,20 +278,19 @@ public class StateListener : IDisposable
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|| !_manager.TryGetValue(identifier, out var state))
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return;
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ref var actorWeapon = ref weapon;
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var baseType = state.BaseData.Item(slot).Type;
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var apply = false;
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switch (UpdateBaseData(actor, state, slot, actorWeapon))
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var baseType = state.BaseData.Item(slot).Type;
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var apply = false;
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switch (UpdateBaseData(actor, state, slot, weapon))
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{
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// Do nothing. But this usually can not happen because the hooked function also writes to game objects later.
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case UpdateState.Transformed: break;
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case UpdateState.Change:
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if (state.Sources[slot, false] is not StateSource.Fixed and not StateSource.Ipc)
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if (!state.Sources[slot, false].IsFixed())
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_manager.ChangeItem(state, slot, state.BaseData.Item(slot), ApplySettings.Game);
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else
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apply = true;
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if (state.Sources[slot, true] is not StateSource.Fixed and not StateSource.Ipc)
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if (!state.Sources[slot, true].IsFixed())
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_manager.ChangeStain(state, slot, state.BaseData.Stain(slot), ApplySettings.Game);
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else
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apply = true;
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@ -306,9 +305,9 @@ public class StateListener : IDisposable
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// Only allow overwriting identical weapons
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var newWeapon = state.ModelData.Weapon(slot);
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if (baseType is FullEquipType.Unknown || baseType == state.ModelData.Item(slot).Type || _gPose.InGPose && actor.IsGPoseOrCutscene)
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actorWeapon = newWeapon;
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else if (actorWeapon.Skeleton.Id != 0)
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actorWeapon = actorWeapon.With(newWeapon.Stain);
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weapon = newWeapon;
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else if (weapon.Skeleton.Id != 0)
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weapon = weapon.With(newWeapon.Stain);
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}
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// Fist Weapon Offhand hack.
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@ -385,12 +384,12 @@ public class StateListener : IDisposable
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// Update model state if not on fixed design.
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case UpdateState.Change:
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var apply = false;
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if (state.Sources[slot, false] is not StateSource.Fixed and not StateSource.Ipc)
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if (!state.Sources[slot, false].IsFixed())
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_manager.ChangeItem(state, slot, state.BaseData.Item(slot), ApplySettings.Game);
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else
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apply = true;
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if (state.Sources[slot, true] is not StateSource.Fixed and not StateSource.Ipc)
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if (!state.Sources[slot, true].IsFixed())
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_manager.ChangeStain(state, slot, state.BaseData.Stain(slot), ApplySettings.Game);
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else
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apply = true;
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@ -419,7 +418,7 @@ public class StateListener : IDisposable
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switch (UpdateBaseCrest(actor, state, slot, value))
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{
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case UpdateState.Change:
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if (state.Sources[slot] is not StateSource.Fixed and not StateSource.Ipc)
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if (!state.Sources[slot].IsFixed())
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_manager.ChangeCrest(state, slot, state.BaseData.Crest(slot), ApplySettings.Game);
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else
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value = state.ModelData.Crest(slot);
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@ -565,7 +564,7 @@ public class StateListener : IDisposable
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{
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// if base state changed, either overwrite the actual value if we have fixed values,
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// or overwrite the stored model state with the new one.
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if (state.Sources[MetaIndex.VisorState] is StateSource.Fixed or StateSource.Ipc)
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if (!state.Sources[MetaIndex.VisorState].IsFixed())
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value = state.ModelData.IsVisorToggled();
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else
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_manager.ChangeMetaState(state, MetaIndex.VisorState, value, ApplySettings.Game);
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@ -598,7 +597,7 @@ public class StateListener : IDisposable
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{
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// if base state changed, either overwrite the actual value if we have fixed values,
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// or overwrite the stored model state with the new one.
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if (state.Sources[MetaIndex.HatState] is StateSource.Fixed or StateSource.Ipc)
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if (!state.Sources[MetaIndex.HatState].IsFixed())
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value = state.ModelData.IsHatVisible();
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else
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_manager.ChangeMetaState(state, MetaIndex.HatState, value, ApplySettings.Game);
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@ -631,7 +630,7 @@ public class StateListener : IDisposable
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{
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// if base state changed, either overwrite the actual value if we have fixed values,
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// or overwrite the stored model state with the new one.
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if (state.Sources[MetaIndex.WeaponState] is StateSource.Fixed or StateSource.Ipc)
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if (!state.Sources[MetaIndex.WeaponState].IsFixed())
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value = state.ModelData.IsWeaponVisible();
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else
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_manager.ChangeMetaState(state, MetaIndex.WeaponState, value, ApplySettings.Game);
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@ -700,8 +699,8 @@ public class StateListener : IDisposable
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return;
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var data = new ActorData(gameObject, _creatingIdentifier.ToName());
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_applier.ChangeMetaState(data, MetaIndex.HatState, _creatingState.ModelData.IsHatVisible());
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_applier.ChangeMetaState(data, MetaIndex.Wetness, _creatingState.ModelData.IsWet());
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_applier.ChangeMetaState(data, MetaIndex.HatState, _creatingState.ModelData.IsHatVisible());
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_applier.ChangeMetaState(data, MetaIndex.Wetness, _creatingState.ModelData.IsWet());
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_applier.ChangeMetaState(data, MetaIndex.WeaponState, _creatingState.ModelData.IsWeaponVisible());
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ApplyParameters(_creatingState, drawObject);
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@ -745,12 +744,18 @@ public class StateListener : IDisposable
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else if (_config.UseAdvancedParameters)
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model.ApplySingleParameterData(flag, state.ModelData.Parameters);
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break;
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case StateSource.IpcManual:
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if (state.BaseData.Parameters.Set(flag, newValue))
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_manager.ChangeCustomizeParameter(state, flag, newValue, ApplySettings.Game);
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else
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model.ApplySingleParameterData(flag, state.ModelData.Parameters);
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break;
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case StateSource.Fixed:
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state.BaseData.Parameters.Set(flag, newValue);
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if (_config.UseAdvancedParameters)
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model.ApplySingleParameterData(flag, state.ModelData.Parameters);
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break;
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case StateSource.Ipc:
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case StateSource.IpcFixed:
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state.BaseData.Parameters.Set(flag, newValue);
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model.ApplySingleParameterData(flag, state.ModelData.Parameters);
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break;
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