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Pass actor in GearsetDataLoaded instead of looking it up.
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3 changed files with 4 additions and 5 deletions
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@ -11,7 +11,7 @@ namespace Glamourer.Events;
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/// </list>
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/// </summary>
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public sealed class GearsetDataLoaded()
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: EventWrapper<Model, GearsetDataLoaded.Priority>(nameof(GearsetDataLoaded))
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: EventWrapper<Actor, Model, GearsetDataLoaded.Priority>(nameof(GearsetDataLoaded))
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{
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public enum Priority
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{
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@ -120,7 +120,7 @@ public unsafe class UpdateSlotService : IDisposable
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{
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var ret = _loadGearsetDataHook.Original(drawDataContainer, gearsetData);
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var drawObject = drawDataContainer->OwnerObject->DrawObject;
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GearsetDataLoadedEvent.Invoke(drawObject);
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GearsetDataLoadedEvent.Invoke(drawDataContainer->OwnerObject, drawObject);
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Glamourer.Log.Excessive($"[LoadAllEquipmentDetour] GearsetItemData: {FormatGearsetItemDataStruct(*gearsetData)}");
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return ret;
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}
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@ -264,10 +264,9 @@ public class StateListener : IDisposable
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}
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}
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private void OnGearsetDataLoaded(Model model)
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private void OnGearsetDataLoaded(Actor actor, Model model)
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{
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var actor = _penumbra.GameObjectFromDrawObject(model);
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if (_condition[ConditionFlag.CreatingCharacter] && actor.Index >= ObjectIndex.CutsceneStart)
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if (!actor.Valid || (_condition[ConditionFlag.CreatingCharacter] && actor.Index >= ObjectIndex.CutsceneStart))
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return;
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// ensure actor and state are valid.
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