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9 changed files with 201 additions and 63 deletions
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@ -216,8 +216,7 @@ public class StateListener : IDisposable
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// then we do not want to use our restricted gear protection
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// since we assume the player has that gear modded to availability.
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var locked = false;
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if (actor.Identifier(_actors, out var identifier)
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&& _manager.TryGetValue(identifier, out var state))
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if (actor.Identifier(_actors, out var identifier) && _manager.TryGetValue(identifier, out var state))
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{
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HandleEquipSlot(actor, state, slot, ref armor);
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locked = state.Sources[slot, false] is StateSource.IpcFixed;
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@ -383,7 +382,7 @@ public class StateListener : IDisposable
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lastFistOffhand = new CharacterWeapon((PrimaryId)(weapon.Skeleton.Id + 50), weapon.Weapon, weapon.Variant,
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weapon.Stains);
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_fistOffhands[actor] = lastFistOffhand;
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Glamourer.Log.Excessive($"Storing fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}.");
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Glamourer.Log.Verbose($"Storing fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}.");
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}
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_funModule.ApplyFunToWeapon(actor, ref weapon, slot);
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