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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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e9d0e61b4c
commit
987c26a51d
83 changed files with 444 additions and 1620 deletions
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@ -1,10 +1,8 @@
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using System;
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using System.Linq;
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using Dalamud.Plugin.Services;
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using Glamourer.Customization;
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using Glamourer.Events;
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using Glamourer.Services;
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using Glamourer.Structs;
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using Penumbra.GameData.DataContainers;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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@ -30,7 +28,7 @@ public class StateEditor
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/// <summary> Change the model id. If the actor is changed from a human to another human, customize and equipData are unused. </summary>
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/// <remarks> We currently only allow changing things to humans, not humans to monsters. </remarks>
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public bool ChangeModelId(ActorState state, uint modelId, in Customize customize, nint equipData, StateChanged.Source source,
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public bool ChangeModelId(ActorState state, uint modelId, in CustomizeArray customize, nint equipData, StateChanged.Source source,
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out uint oldModelId, uint key = 0)
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{
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oldModelId = state.ModelData.ModelId;
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@ -57,7 +55,7 @@ public class StateEditor
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return false;
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// Fix up everything else to make sure the result is a valid human.
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state.ModelData.Customize = Customize.Default;
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state.ModelData.Customize = CustomizeArray.Default;
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state.ModelData.SetDefaultEquipment(_items);
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state.ModelData.SetHatVisible(true);
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state.ModelData.SetWeaponVisible(true);
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@ -104,8 +102,8 @@ public class StateEditor
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}
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/// <summary> Change an entire customization array according to flags. </summary>
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public bool ChangeHumanCustomize(ActorState state, in Customize customizeInput, CustomizeFlag applyWhich, StateChanged.Source source,
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out Customize old, out CustomizeFlag changed, uint key = 0)
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public bool ChangeHumanCustomize(ActorState state, in CustomizeArray customizeInput, CustomizeFlag applyWhich, StateChanged.Source source,
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out CustomizeArray old, out CustomizeFlag changed, uint key = 0)
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{
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old = state.ModelData.Customize;
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changed = 0;
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