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Fix reverting not removing forced wetness.
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1 changed files with 4 additions and 0 deletions
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@ -415,8 +415,11 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
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{
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_applier.ChangeCustomize(actors, state.ModelData.Customize);
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foreach (var slot in EquipSlotExtensions.EqdpSlots)
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{
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_applier.ChangeArmor(actors, slot, state.ModelData.Armor(slot), state[slot, false] is not StateChanged.Source.Ipc,
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state.ModelData.IsHatVisible());
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}
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var mainhandActors = state.ModelData.MainhandType != state.BaseData.MainhandType ? actors.OnlyGPose() : actors;
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_applier.ChangeMainhand(mainhandActors, state.ModelData.Item(EquipSlot.MainHand), state.ModelData.Stain(EquipSlot.MainHand));
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var offhandActors = state.ModelData.OffhandType != state.BaseData.OffhandType ? actors.OnlyGPose() : actors;
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@ -442,6 +445,7 @@ public class StateManager : IReadOnlyDictionary<ActorIdentifier, ActorState>
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|| !state.ModelData.IsHuman
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|| Customize.Compare(state.ModelData.Customize, state.BaseData.Customize).RequiresRedraw();
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state.ModelData = state.BaseData;
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state.ModelData.SetIsWet(false);
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foreach (var index in Enum.GetValues<CustomizeIndex>())
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state[index] = StateChanged.Source.Game;
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