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This commit is contained in:
Cordelia Mist 2025-01-16 19:34:46 -08:00
parent 8160f420db
commit c605d19510
9 changed files with 201 additions and 63 deletions

View file

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