Remove BonusItem and replace with normal EquipItems everywhere.

This commit is contained in:
Ottermandias 2024-10-11 18:18:33 +02:00
parent 415ac63767
commit 9d99d936aa
25 changed files with 112 additions and 118 deletions

View file

@ -250,11 +250,11 @@ public class StateListener : IDisposable
else
apply = true;
if (apply)
item = state.ModelData.BonusItem(slot).ToArmor();
item = state.ModelData.BonusItem(slot).Armor();
break;
// Use current model data.
case UpdateState.NoChange:
item = state.ModelData.BonusItem(slot).ToArmor();
item = state.ModelData.BonusItem(slot).Armor();
break;
case UpdateState.Transformed: break;
}
@ -453,12 +453,12 @@ public class StateListener : IDisposable
return UpdateState.NoChange;
// The actor item does not correspond to the model item, thus the actor is transformed.
if (actorItem.ModelId != item.Set || actorItem.Variant != item.Variant)
if (actorItem.PrimaryId != item.Set || actorItem.Variant != item.Variant)
return UpdateState.Transformed;
var baseData = state.BaseData.BonusItem(slot);
var change = UpdateState.NoChange;
if (baseData.Id != actorItem.Id || baseData.ModelId != item.Set || baseData.Variant != item.Variant)
if (baseData.Id != actorItem.Id || baseData.PrimaryId != item.Set || baseData.Variant != item.Variant)
{
var identified = _items.Identify(slot, item.Set, item.Variant);
state.BaseData.SetBonusItem(slot, identified);