From 87a645b2a3bf9229bfd957e1e0052f68ad4cfa8e Mon Sep 17 00:00:00 2001 From: Ottermandias Date: Fri, 1 Dec 2023 14:39:10 +0100 Subject: [PATCH] Try using mainhand item for vfx weapons in some cases. --- Glamourer/Interop/WeaponService.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Glamourer/Interop/WeaponService.cs b/Glamourer/Interop/WeaponService.cs index caea959..e395f8b 100644 --- a/Glamourer/Interop/WeaponService.cs +++ b/Glamourer/Interop/WeaponService.cs @@ -64,6 +64,9 @@ public unsafe class WeaponService : IDisposable // First call the regular function. if (equipSlot is not EquipSlot.Unknown) _event.Invoke(actor, equipSlot, ref tmpWeapon); + // Sage hack for weapons appearing in animations? + else if (weaponValue == actor.GetMainhand().Value) + _event.Invoke(actor, EquipSlot.MainHand, ref tmpWeapon); _loadWeaponHook.Original(drawData, slot, weapon.Value, redrawOnEquality, unk2, skipGameObject, unk4); if (tmpWeapon.Value != weapon.Value)