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Update StateApi.cs
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parent
0442fb7b60
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1 changed files with 8 additions and 4 deletions
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@ -180,14 +180,18 @@ public sealed class StateApi : IGlamourerApiState, IApiService, IDisposable
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return ApiHelpers.Return(GlamourerApiEc.Success, args);
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return ApiHelpers.Return(GlamourerApiEc.Success, args);
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}
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}
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public (GlamourerApiEc, bool?) IsUnlocked(int objectIndex, uint key)
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public GlamourerApiEc CanUnlock(int objectIndex, uint key, out bool isLocked, out bool canUnlock)
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{
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{
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var args = ApiHelpers.Args("Index", objectIndex, "Key", key);
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var args = ApiHelpers.Args("Index", objectIndex, "Key", key);
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isLocked = false; // These seem like reasonable defaults.
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canUnlock = false;
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if (_helpers.FindExistingState(objectIndex, out var state) != GlamourerApiEc.Success)
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if (_helpers.FindExistingState(objectIndex, out var state) != GlamourerApiEc.Success)
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return (ApiHelpers.Return(GlamourerApiEc.ActorNotFound, args), null);
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return ApiHelpers.Return(GlamourerApiEc.ActorNotFound, args);
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if (state == null)
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if (state == null)
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return (ApiHelpers.Return(GlamourerApiEc.InvalidState, args), null); // Possibly, the error type could be changed. I just looked at what was available.
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return ApiHelpers.Return(GlamourerApiEc.InvalidState, args); // Possibly, the error type could be changed. I just looked at what was available.
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return (ApiHelpers.Return(GlamourerApiEc.Success, args), state.CanUnlock(key));
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isLocked = state.IsLocked;
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canUnlock = state.CanUnlock(key);
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return ApiHelpers.Return(GlamourerApiEc.Success, args);
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}
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}
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public GlamourerApiEc UnlockStateName(string playerName, uint key)
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public GlamourerApiEc UnlockStateName(string playerName, uint key)
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