diff --git a/Glamourer/State/StateListener.cs b/Glamourer/State/StateListener.cs index d054a25..651e63e 100644 --- a/Glamourer/State/StateListener.cs +++ b/Glamourer/State/StateListener.cs @@ -9,6 +9,7 @@ using Penumbra.GameData.Enums; using Penumbra.GameData.Structs; using Dalamud.Game.ClientState.Conditions; using Dalamud.Plugin.Services; +using FFXIVClientStructs.FFXIV.Client.Game.Object; using Glamourer.GameData; using Penumbra.GameData.DataContainers; using Glamourer.Designs; @@ -50,6 +51,7 @@ public class StateListener : IDisposable private readonly Dictionary _fistOffhands = []; private ActorIdentifier _creatingIdentifier = ActorIdentifier.Invalid; + private bool _isPlayerNpc; private ActorState? _creatingState; private ActorState? _customizeState; @@ -117,11 +119,13 @@ public class StateListener : IDisposable return; _creatingIdentifier = actor.GetIdentifier(_actors); - ref var modelId = ref *(uint*)modelPtr; ref var customize = ref *(CustomizeArray*)customizePtr; if (_autoDesignApplier.Reduce(actor, _creatingIdentifier, out _creatingState)) { + _isPlayerNpc = _creatingIdentifier.Type is IdentifierType.Player + && actor.IsCharacter + && actor.AsCharacter->GetObjectKind() is ObjectKind.EventNpc; switch (UpdateBaseData(actor, _creatingState, modelId, customizePtr, equipDataPtr)) { // TODO handle right @@ -327,7 +331,7 @@ public class StateListener : IDisposable && weapon.Weapon.Id != 0 && _fistOffhands.TryGetValue(actor, out var lastFistOffhand)) { - Glamourer.Log.Information($"Applying stored fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}."); + Glamourer.Log.Verbose($"Applying stored fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}."); weapon = lastFistOffhand; } @@ -420,15 +424,22 @@ public class StateListener : IDisposable } var baseData = state.BaseData.Armor(slot); - var change = UpdateState.NoChange; + + var change = UpdateState.NoChange; if (baseData.Stains != armor.Stains) { + if (_isPlayerNpc) + return UpdateState.Transformed; + state.BaseData.SetStain(slot, armor.Stains); change = UpdateState.Change; } if (baseData.Set.Id != armor.Set.Id || baseData.Variant != armor.Variant && !fistWeapon) { + if (_isPlayerNpc) + return UpdateState.Transformed; + var item = _items.Identify(slot, armor.Set, armor.Variant); state.BaseData.SetItem(slot, item); change = UpdateState.Change; @@ -460,6 +471,9 @@ public class StateListener : IDisposable var change = UpdateState.NoChange; if (baseData.Id != actorItem.Id || baseData.PrimaryId != item.Set || baseData.Variant != item.Variant) { + if (_isPlayerNpc) + return UpdateState.Transformed; + var identified = _items.Identify(slot, item.Set, item.Variant); state.BaseData.SetBonusItem(slot, identified); change = UpdateState.Change; @@ -576,6 +590,9 @@ public class StateListener : IDisposable if (baseData.Skeleton.Id != weapon.Skeleton.Id || baseData.Weapon.Id != weapon.Weapon.Id || baseData.Variant != weapon.Variant) { + if (_isPlayerNpc) + return UpdateState.Transformed; + var item = _items.Identify(slot, weapon.Skeleton, weapon.Weapon, weapon.Variant, slot is EquipSlot.OffHand ? state.BaseData.MainhandType : FullEquipType.Unknown); state.BaseData.SetItem(slot, item); @@ -623,6 +640,10 @@ public class StateListener : IDisposable if (checkTransform && !actor.Customize->Equals(customize)) return UpdateState.Transformed; + // Check for player NPCs with a different game state. + if (_isPlayerNpc && !actor.Customize->Equals(state.BaseData.Customize)) + return UpdateState.Transformed; + // Customize array did not change to stored state. if (state.BaseData.Customize.Equals(customize)) return UpdateState.NoChange; // TODO: handle wrong base data.