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Remove GameData, move a bunch of customization data to Penumbra.GameData and the rest to Glamourer, update accordingly. Some reformatting and cleanup.
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83 changed files with 444 additions and 1620 deletions
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@ -1,11 +1,9 @@
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using System.Linq;
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using Glamourer.Customization;
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using Glamourer.Events;
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using Glamourer.Interop;
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using Glamourer.Interop.Penumbra;
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using Glamourer.Interop.Structs;
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using Glamourer.Services;
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using Glamourer.Structs;
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using Penumbra.Api.Enums;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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@ -40,7 +38,7 @@ public class StateApplier(UpdateSlotService _updateSlot, VisorService _visor, We
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/// Change the customization values of actors either by applying them via update or redrawing,
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/// this depends on whether the changes include changes to Race, Gender, Body Type or Face.
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/// </summary>
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public unsafe void ChangeCustomize(ActorData data, in Customize customize, ActorState? state = null)
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public unsafe void ChangeCustomize(ActorData data, in CustomizeArray customize, ActorState? _ = null)
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{
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foreach (var actor in data.Objects)
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{
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@ -48,15 +46,15 @@ public class StateApplier(UpdateSlotService _updateSlot, VisorService _visor, We
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if (!mdl.IsCharacterBase)
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continue;
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var flags = Customize.Compare(mdl.GetCustomize(), customize);
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var flags = CustomizeArray.Compare(mdl.GetCustomize(), customize);
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if (!flags.RequiresRedraw() || !mdl.IsHuman)
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{
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_changeCustomize.UpdateCustomize(mdl, customize.Data);
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_changeCustomize.UpdateCustomize(mdl, customize);
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}
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else if (data.Objects.Count > 1 && _objects.IsInGPose && !actor.IsGPoseOrCutscene)
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{
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var mdlCustomize = (Customize*)&mdl.AsHuman->Customize;
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mdlCustomize->Load(customize);
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var mdlCustomize = (CustomizeArray*)&mdl.AsHuman->Customize;
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*mdlCustomize = customize;
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_penumbra.RedrawObject(actor, RedrawType.AfterGPose);
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}
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else
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@ -66,7 +64,7 @@ public class StateApplier(UpdateSlotService _updateSlot, VisorService _visor, We
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}
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}
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/// <inheritdoc cref="ChangeCustomize(ActorData, in Customize, ActorState?)"/>
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/// <inheritdoc cref="ChangeCustomize(ActorData, in CustomizeArray, ActorState?)"/>
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public ActorData ChangeCustomize(ActorState state, bool apply)
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{
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var data = GetData(state);
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