From be1adc267df6578d4d4119f84b81623c0dd1baae Mon Sep 17 00:00:00 2001 From: Ottermandias Date: Mon, 2 Oct 2023 14:08:47 +0200 Subject: [PATCH] Fix reverting not removing forced wetness. --- Glamourer/State/StateManager.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Glamourer/State/StateManager.cs b/Glamourer/State/StateManager.cs index 7adbb37..47af9e7 100644 --- a/Glamourer/State/StateManager.cs +++ b/Glamourer/State/StateManager.cs @@ -415,8 +415,11 @@ public class StateManager : IReadOnlyDictionary { _applier.ChangeCustomize(actors, state.ModelData.Customize); foreach (var slot in EquipSlotExtensions.EqdpSlots) + { _applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc, state.ModelData.IsHatVisible()); + } + var mainhandActors = state.ModelData.MainhandType != state.BaseData.MainhandType ? actors.OnlyGPose() : actors; _applier.ChangeMainhand(mainhandActors, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand)); var offhandActors = state.ModelData.OffhandType != state.BaseData.OffhandType ? actors.OnlyGPose() : actors; @@ -442,6 +445,7 @@ public class StateManager : IReadOnlyDictionary || !state.ModelData.IsHuman || Customize.Compare(state.ModelData.Customize, state.BaseData.Customize).RequiresRedraw(); state.ModelData = state.BaseData; + state.ModelData.SetIsWet(false); foreach (var index in Enum.GetValues()) state[index] = StateChanged.Source.Game;