Remove GameData, move a bunch of customization data to Penumbra.GameData and the rest to Glamourer, update accordingly. Some reformatting and cleanup.

This commit is contained in:
Ottermandias 2023-12-22 14:20:50 +01:00
parent e9d0e61b4c
commit 987c26a51d
83 changed files with 444 additions and 1620 deletions

View file

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