mirror of
https://github.com/Ottermandias/Glamourer.git
synced 2025-12-12 18:27:24 +01:00
Simple changes for 6.1
This commit is contained in:
parent
b141da40b0
commit
e6e033bb8b
8 changed files with 539 additions and 529 deletions
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@ -2,11 +2,11 @@
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using Lumina.Excel;
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using Lumina.Excel;
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using Lumina.Excel.GeneratedSheets;
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using Lumina.Excel.GeneratedSheets;
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namespace Glamourer.Customization
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namespace Glamourer.Customization;
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[Sheet("CharaMakeParams")]
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public class CharaMakeParams : ExcelRow
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{
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{
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[Sheet("CharaMakeParams")]
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public class CharaMakeParams : ExcelRow
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{
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public const int NumMenus = 28;
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public const int NumMenus = 28;
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public const int NumVoices = 12;
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public const int NumVoices = 12;
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public const int NumGraphics = 10;
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public const int NumGraphics = 10;
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@ -51,7 +51,7 @@ namespace Glamourer.Customization
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public Menu[] Menus { get; set; } = new Menu[NumMenus];
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public Menu[] Menus { get; set; } = new Menu[NumMenus];
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public byte[] Voices { get; set; } = new byte[NumVoices];
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public byte[] Voices { get; set; } = new byte[NumVoices];
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public FacialFeatures[] FacialFeatureByFace { get; set; } = new FacialFeatures[NumFaces];
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public FacialFeatures[] FacialFeatureByFace { get; set; } = new FacialFeatures[NumFaces];
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public CharaMakeType.CharaMakeTypeUnkData3347Obj[] Equip { get; set; } = new CharaMakeType.CharaMakeTypeUnkData3347Obj[NumEquip];
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public CharaMakeType.UnkData3347Obj[] Equip { get; set; } = new CharaMakeType.UnkData3347Obj[NumEquip];
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public override void PopulateData(RowParser parser, Lumina.GameData gameData, Language language)
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public override void PopulateData(RowParser parser, Lumina.GameData gameData, Language language)
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{
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{
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@ -64,11 +64,11 @@ namespace Glamourer.Customization
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{
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{
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Menus[i].Id = parser.ReadColumn<uint>(3 + 0 * NumMenus + i);
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Menus[i].Id = parser.ReadColumn<uint>(3 + 0 * NumMenus + i);
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Menus[i].InitVal = parser.ReadColumn<byte>(3 + 1 * NumMenus + i);
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Menus[i].InitVal = parser.ReadColumn<byte>(3 + 1 * NumMenus + i);
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Menus[i].Type = (MenuType) parser.ReadColumn<byte>(3 + 2 * NumMenus + i);
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Menus[i].Type = (MenuType)parser.ReadColumn<byte>(3 + 2 * NumMenus + i);
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Menus[i].Size = parser.ReadColumn<byte>(3 + 3 * NumMenus + i);
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Menus[i].Size = parser.ReadColumn<byte>(3 + 3 * NumMenus + i);
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Menus[i].LookAt = parser.ReadColumn<byte>(3 + 4 * NumMenus + i);
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Menus[i].LookAt = parser.ReadColumn<byte>(3 + 4 * NumMenus + i);
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Menus[i].Mask = parser.ReadColumn<uint>(3 + 5 * NumMenus + i);
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Menus[i].Mask = parser.ReadColumn<uint>(3 + 5 * NumMenus + i);
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Menus[i].Customization = (CustomizationId) parser.ReadColumn<uint>(3 + 6 * NumMenus + i);
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Menus[i].Customization = (CustomizationId)parser.ReadColumn<uint>(3 + 6 * NumMenus + i);
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Menus[i].Values = new uint[Menus[i].Size];
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Menus[i].Values = new uint[Menus[i].Size];
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switch (Menus[i].Type)
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switch (Menus[i].Type)
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@ -95,13 +95,15 @@ namespace Glamourer.Customization
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{
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{
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FacialFeatureByFace[i].Icons = new uint[NumFeatures];
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FacialFeatureByFace[i].Icons = new uint[NumFeatures];
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for (var j = 0; j < NumFeatures; ++j)
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for (var j = 0; j < NumFeatures; ++j)
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{
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FacialFeatureByFace[i].Icons[j] =
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FacialFeatureByFace[i].Icons[j] =
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(uint) parser.ReadColumn<int>(3 + (MaxNumValues + 7 + NumGraphics) * NumMenus + NumVoices + j * NumFaces + i);
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(uint)parser.ReadColumn<int>(3 + (MaxNumValues + 7 + NumGraphics) * NumMenus + NumVoices + j * NumFaces + i);
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}
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}
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}
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for (var i = 0; i < NumEquip; ++i)
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for (var i = 0; i < NumEquip; ++i)
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{
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{
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Equip[i] = new CharaMakeType.CharaMakeTypeUnkData3347Obj()
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Equip[i] = new CharaMakeType.UnkData3347Obj()
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{
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{
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Helmet = parser.ReadColumn<ulong>(
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Helmet = parser.ReadColumn<ulong>(
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3 + (MaxNumValues + 7 + NumGraphics) * NumMenus + NumVoices + NumFaces * NumFeatures + i * 7 + 0),
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3 + (MaxNumValues + 7 + NumGraphics) * NumMenus + NumVoices + NumFaces * NumFeatures + i * 7 + 0),
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@ -120,5 +122,4 @@ namespace Glamourer.Customization
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};
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};
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}
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}
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}
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}
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}
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}
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}
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@ -23,7 +23,7 @@ namespace Glamourer.Customization
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct CharacterCustomization
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public struct CharacterCustomization
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{
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{
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public const int CustomizationOffset = 0xDD8;
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public const int CustomizationOffset = 0x830;
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public const int CustomizationBytes = 26;
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public const int CustomizationBytes = 26;
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public static CharacterCustomization Default = new()
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public static CharacterCustomization Default = new()
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@ -196,7 +196,7 @@ namespace Glamourer.Customization
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if (set.Faces.Count > 0)
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if (set.Faces.Count > 0)
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set.SetAvailable(CustomizationId.Face);
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set.SetAvailable(CustomizationId.Face);
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var count = race.ToRace() == Race.Hrothgar ? set.HairStyles.Count : set.Faces.Count;
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var count = set.Faces.Count;
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var featureDict = new List<IReadOnlyList<Customization>>(count);
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var featureDict = new List<IReadOnlyList<Customization>>(count);
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for (var i = 0; i < count; ++i)
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for (var i = 0; i < count; ++i)
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{
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{
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@ -4,14 +4,17 @@ namespace Glamourer;
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public static class CharacterExtensions
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public static class CharacterExtensions
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{
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{
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public const int WetnessOffset = 0x19E4;
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public const int WetnessOffset = 0x1ADA;
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public const byte WetnessFlag = 0x08;
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public const byte WetnessFlag = 0x80;
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public const int StateFlagsOffset = 0xDF6;
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public const int HatVisibleOffset = 0x84E;
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public const int VisorToggledOffset = 0x84F;
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public const byte HatHiddenFlag = 0x01;
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public const byte HatHiddenFlag = 0x01;
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public const byte VisorToggledFlag = 0x10;
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public const byte VisorToggledFlag = 0x08;
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public const int AlphaOffset = 0x18B8;
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public const int AlphaOffset = 0x19E0;
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public const int WeaponHiddenOffset = 0xCD4;
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public const int WeaponHiddenOffset1 = 0x84F;
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public const byte WeaponHiddenFlag = 0x02;
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public const int WeaponHiddenOffset2 = 0x72C; // maybe
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public const byte WeaponHiddenFlag1 = 0x01;
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public const byte WeaponHiddenFlag2 = 0x02;
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public static unsafe bool IsWet(this Character a)
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public static unsafe bool IsWet(this Character a)
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=> (*((byte*)a.Address + WetnessOffset) & WetnessFlag) != 0;
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=> (*((byte*)a.Address + WetnessOffset) & WetnessFlag) != 0;
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@ -29,49 +32,62 @@ public static class CharacterExtensions
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return true;
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return true;
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}
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}
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public static unsafe ref byte StateFlags(this Character a)
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public static unsafe bool IsHatVisible(this Character a)
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=> ref *((byte*)a.Address + StateFlagsOffset);
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=> (*((byte*)a.Address + HatVisibleOffset) & HatHiddenFlag) == 0;
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public static bool SetStateFlag(this Character a, bool value, byte flag)
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public static unsafe bool SetHatVisible(this Character a, bool visible)
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{
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{
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var current = a.StateFlags();
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var current = IsHatVisible(a);
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var previousValue = (current & flag) != 0;
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if (current == visible)
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if (previousValue == value)
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return false;
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return false;
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if (value)
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if (visible)
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a.StateFlags() = (byte)(current | flag);
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*((byte*)a.Address + HatVisibleOffset) = (byte)(*((byte*)a.Address + HatVisibleOffset) & ~HatHiddenFlag);
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else
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else
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a.StateFlags() = (byte)(current & ~flag);
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*((byte*)a.Address + HatVisibleOffset) = (byte)(*((byte*)a.Address + HatVisibleOffset) | HatHiddenFlag);
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return true;
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return true;
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}
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}
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public static bool IsHatHidden(this Character a)
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public static unsafe bool IsVisorToggled(this Character a)
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=> (a.StateFlags() & HatHiddenFlag) != 0;
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=> (*((byte*)a.Address + VisorToggledOffset) & VisorToggledFlag) == VisorToggledFlag;
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public static unsafe bool SetVisorToggled(this Character a, bool toggled)
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{
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var current = IsVisorToggled(a);
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if (current == toggled)
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return false;
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if (toggled)
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*((byte*)a.Address + VisorToggledOffset) = (byte)(*((byte*)a.Address + VisorToggledOffset) | VisorToggledFlag);
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else
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*((byte*)a.Address + VisorToggledOffset) = (byte)(*((byte*)a.Address + VisorToggledOffset) & ~VisorToggledFlag);
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return true;
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}
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public static unsafe bool IsWeaponHidden(this Character a)
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public static unsafe bool IsWeaponHidden(this Character a)
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=> (a.StateFlags() & WeaponHiddenFlag) != 0
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=> (*((byte*)a.Address + WeaponHiddenOffset1) & WeaponHiddenFlag1) == WeaponHiddenFlag1
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&& (*((byte*)a.Address + WeaponHiddenOffset) & WeaponHiddenFlag) != 0;
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&& (*((byte*)a.Address + WeaponHiddenOffset2) & WeaponHiddenFlag2) == WeaponHiddenFlag2;
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public static bool IsVisorToggled(this Character a)
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=> (a.StateFlags() & VisorToggledFlag) != 0;
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public static bool SetHatHidden(this Character a, bool value)
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=> SetStateFlag(a, value, HatHiddenFlag);
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public static unsafe bool SetWeaponHidden(this Character a, bool value)
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public static unsafe bool SetWeaponHidden(this Character a, bool value)
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{
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{
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var ret = SetStateFlag(a, value, WeaponHiddenFlag);
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var hidden = IsWeaponHidden(a);
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var val = *((byte*)a.Address + WeaponHiddenOffset);
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if (hidden == value)
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if (value)
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return false;
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*((byte*)a.Address + WeaponHiddenOffset) = (byte)(val | WeaponHiddenFlag);
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else
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*((byte*)a.Address + WeaponHiddenOffset) = (byte)(val & ~WeaponHiddenFlag);
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return ret || (val & WeaponHiddenFlag) != 0 != value;
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}
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public static bool SetVisorToggled(this Character a, bool value)
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var val1 = *((byte*)a.Address + WeaponHiddenOffset1);
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=> SetStateFlag(a, value, VisorToggledFlag);
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var val2 = *((byte*)a.Address + WeaponHiddenOffset2);
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if (value)
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{
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*((byte*)a.Address + WeaponHiddenOffset1) = (byte)(val1 | WeaponHiddenFlag1);
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*((byte*)a.Address + WeaponHiddenOffset2) = (byte)(val2 | WeaponHiddenFlag2);
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}
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else
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{
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*((byte*)a.Address + WeaponHiddenOffset1) = (byte)(val1 & ~WeaponHiddenFlag1);
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*((byte*)a.Address + WeaponHiddenOffset2) = (byte)(val2 & ~WeaponHiddenFlag2);
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}
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return true;
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}
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public static unsafe ref float Alpha(this Character a)
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public static unsafe ref float Alpha(this Character a)
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=> ref *(float*)((byte*)a.Address + AlphaOffset);
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=> ref *(float*)((byte*)a.Address + AlphaOffset);
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@ -8,10 +8,10 @@ using Newtonsoft.Json.Linq;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Enums;
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using Penumbra.GameData.Structs;
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using Penumbra.GameData.Structs;
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namespace Glamourer
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namespace Glamourer;
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public class CharacterSaveConverter : JsonConverter
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{
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{
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public class CharacterSaveConverter : JsonConverter
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{
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public override bool CanConvert(Type objectType)
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public override bool CanConvert(Type objectType)
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=> objectType == typeof(CharacterSave);
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=> objectType == typeof(CharacterSave);
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@ -29,15 +29,15 @@ namespace Glamourer
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{
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{
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if (value != null)
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if (value != null)
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{
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{
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var s = ((CharacterSave) value).ToBase64();
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var s = ((CharacterSave)value).ToBase64();
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serializer.Serialize(writer, s);
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serializer.Serialize(writer, s);
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}
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}
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}
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}
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}
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}
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[JsonConverter(typeof(CharacterSaveConverter))]
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[JsonConverter(typeof(CharacterSaveConverter))]
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public class CharacterSave
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public class CharacterSave
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{
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{
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public const byte CurrentVersion = 2;
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public const byte CurrentVersion = 2;
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public const byte TotalSizeVersion1 = 1 + 1 + 2 + 56 + CharacterCustomization.CustomizationBytes;
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public const byte TotalSizeVersion1 = 1 + 1 + 2 + 56 + CharacterCustomization.CustomizationBytes;
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public const byte TotalSizeVersion2 = 1 + 1 + 2 + 56 + CharacterCustomization.CustomizationBytes + 4 + 1;
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public const byte TotalSizeVersion2 = 1 + 1 + 2 + 56 + CharacterCustomization.CustomizationBytes + 4 + 1;
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@ -55,7 +55,7 @@ namespace Glamourer
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public CharacterSave Copy()
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public CharacterSave Copy()
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{
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{
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var ret = new CharacterSave();
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var ret = new CharacterSave();
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_bytes.CopyTo((Span<byte>) ret._bytes);
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_bytes.CopyTo((Span<byte>)ret._bytes);
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return ret;
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return ret;
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}
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}
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@ -65,37 +65,37 @@ namespace Glamourer
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public bool WriteCustomizations
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public bool WriteCustomizations
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{
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{
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get => (_bytes[1] & 0x01) != 0;
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get => (_bytes[1] & 0x01) != 0;
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set => _bytes[1] = (byte) (value ? _bytes[1] | 0x01 : _bytes[1] & ~0x01);
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set => _bytes[1] = (byte)(value ? _bytes[1] | 0x01 : _bytes[1] & ~0x01);
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}
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}
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public bool IsWet
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public bool IsWet
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{
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{
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get => (_bytes[1] & 0x02) != 0;
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get => (_bytes[1] & 0x02) != 0;
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set => _bytes[1] = (byte) (value ? _bytes[1] | 0x02 : _bytes[1] & ~0x02);
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set => _bytes[1] = (byte)(value ? _bytes[1] | 0x02 : _bytes[1] & ~0x02);
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}
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}
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public bool SetHatState
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public bool SetHatState
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{
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{
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get => (_bytes[1] & 0x04) != 0;
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get => (_bytes[1] & 0x04) != 0;
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set => _bytes[1] = (byte) (value ? _bytes[1] | 0x04 : _bytes[1] & ~0x04);
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set => _bytes[1] = (byte)(value ? _bytes[1] | 0x04 : _bytes[1] & ~0x04);
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}
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}
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public bool SetWeaponState
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public bool SetWeaponState
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{
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{
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get => (_bytes[1] & 0x08) != 0;
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get => (_bytes[1] & 0x08) != 0;
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set => _bytes[1] = (byte) (value ? _bytes[1] | 0x08 : _bytes[1] & ~0x08);
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set => _bytes[1] = (byte)(value ? _bytes[1] | 0x08 : _bytes[1] & ~0x08);
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}
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}
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public bool SetVisorState
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public bool SetVisorState
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{
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{
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get => (_bytes[1] & 0x10) != 0;
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get => (_bytes[1] & 0x10) != 0;
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set => _bytes[1] = (byte) (value ? _bytes[1] | 0x10 : _bytes[1] & ~0x10);
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set => _bytes[1] = (byte)(value ? _bytes[1] | 0x10 : _bytes[1] & ~0x10);
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}
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}
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public bool WriteProtected
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public bool WriteProtected
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{
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{
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get => (_bytes[1] & 0x20) != 0;
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get => (_bytes[1] & 0x20) != 0;
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set => _bytes[1] = (byte) (value ? _bytes[1] | 0x20 : _bytes[1] & ~0x20);
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set => _bytes[1] = (byte)(value ? _bytes[1] | 0x20 : _bytes[1] & ~0x20);
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}
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}
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public byte StateFlags
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public byte StateFlags
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@ -107,39 +107,39 @@ namespace Glamourer
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public bool HatState
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public bool HatState
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{
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{
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get => (StateFlags & 0x01) == 0;
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get => (StateFlags & 0x01) == 0;
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set => StateFlags = (byte) (value ? StateFlags & ~0x01 : StateFlags | 0x01);
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set => StateFlags = (byte)(value ? StateFlags & ~0x01 : StateFlags | 0x01);
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}
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}
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public bool VisorState
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public bool VisorState
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{
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{
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get => (StateFlags & 0x10) != 0;
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get => (StateFlags & 0x10) != 0;
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set => StateFlags = (byte) (value ? StateFlags | 0x10 : StateFlags & ~0x10);
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set => StateFlags = (byte)(value ? StateFlags | 0x10 : StateFlags & ~0x10);
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}
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}
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public bool WeaponState
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public bool WeaponState
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{
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{
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get => (StateFlags & 0x02) == 0;
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get => (StateFlags & 0x02) == 0;
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set => StateFlags = (byte) (value ? StateFlags & ~0x02 : StateFlags | 0x02);
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set => StateFlags = (byte)(value ? StateFlags & ~0x02 : StateFlags | 0x02);
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}
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}
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||||||
|
|
||||||
public CharacterEquipMask WriteEquipment
|
public CharacterEquipMask WriteEquipment
|
||||||
{
|
{
|
||||||
get => (CharacterEquipMask) (_bytes[2] | (_bytes[3] << 8));
|
get => (CharacterEquipMask)(_bytes[2] | (_bytes[3] << 8));
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
_bytes[2] = (byte) ((ushort) value & 0xFF);
|
_bytes[2] = (byte)((ushort)value & 0xFF);
|
||||||
_bytes[3] = (byte) ((ushort) value >> 8);
|
_bytes[3] = (byte)((ushort)value >> 8);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static Dictionary<EquipSlot, (int, int, bool)> Offsets()
|
private static Dictionary<EquipSlot, (int, int, bool)> Offsets()
|
||||||
{
|
{
|
||||||
var stainOffsetWeapon = (int) Marshal.OffsetOf<CharacterWeapon>("Stain");
|
var stainOffsetWeapon = (int)Marshal.OffsetOf<CharacterWeapon>("Stain");
|
||||||
var stainOffsetEquip = (int) Marshal.OffsetOf<CharacterArmor>("Stain");
|
var stainOffsetEquip = (int)Marshal.OffsetOf<CharacterArmor>("Stain");
|
||||||
|
|
||||||
(int, int, bool) ToOffsets(IntPtr offset, bool weapon)
|
(int, int, bool) ToOffsets(IntPtr offset, bool weapon)
|
||||||
{
|
{
|
||||||
var off = 4 + CharacterCustomization.CustomizationBytes + (int) offset;
|
var off = 4 + CharacterCustomization.CustomizationBytes + (int)offset;
|
||||||
return weapon ? (off, off + stainOffsetWeapon, weapon) : (off, off + stainOffsetEquip, weapon);
|
return weapon ? (off, off + stainOffsetWeapon, weapon) : (off, off + stainOffsetEquip, weapon);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -168,7 +168,7 @@ namespace Glamourer
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
var (_, stainOffset, _) = FieldOffsets[slot];
|
var (_, stainOffset, _) = FieldOffsets[slot];
|
||||||
if (_bytes[stainOffset] == (byte) stainId)
|
if (_bytes[stainOffset] == (byte)stainId)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
_bytes[stainOffset] = stainId.Value;
|
_bytes[stainOffset] = stainId.Value;
|
||||||
|
|
@ -201,7 +201,7 @@ namespace Glamourer
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ret |= WriteIfDifferent(ref _bytes[offset + 2], (byte) variant);
|
ret |= WriteIfDifferent(ref _bytes[offset + 2], (byte)variant);
|
||||||
}
|
}
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
|
|
@ -231,17 +231,17 @@ namespace Glamourer
|
||||||
{
|
{
|
||||||
fixed (byte* ptr = &_bytes[60 + CharacterCustomization.CustomizationBytes])
|
fixed (byte* ptr = &_bytes[60 + CharacterCustomization.CustomizationBytes])
|
||||||
{
|
{
|
||||||
return *(float*) ptr;
|
return *(float*)ptr;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
fixed (byte* ptr = _bytes)
|
fixed (byte* ptr = _bytes)
|
||||||
{
|
{
|
||||||
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 0) = *((byte*) &value + 0);
|
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 0) = *((byte*)&value + 0);
|
||||||
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 1) = *((byte*) &value + 1);
|
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 1) = *((byte*)&value + 1);
|
||||||
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 2) = *((byte*) &value + 2);
|
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 2) = *((byte*)&value + 2);
|
||||||
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 3) = *((byte*) &value + 3);
|
*(ptr + 60 + CharacterCustomization.CustomizationBytes + 3) = *((byte*)&value + 3);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -277,7 +277,7 @@ namespace Glamourer
|
||||||
|
|
||||||
private static void CheckCharacterMask(byte val1, byte val2)
|
private static void CheckCharacterMask(byte val1, byte val2)
|
||||||
{
|
{
|
||||||
var mask = (CharacterEquipMask) (val1 | (val2 << 8));
|
var mask = (CharacterEquipMask)(val1 | (val2 << 8));
|
||||||
if (mask > CharacterEquipMask.All)
|
if (mask > CharacterEquipMask.All)
|
||||||
throw new Exception($"Can not parse Base64 string into CharacterSave:\n\tInvalid value {mask} in byte 3 and 4.");
|
throw new Exception($"Can not parse Base64 string into CharacterSave:\n\tInvalid value {mask} in byte 3 and 4.");
|
||||||
}
|
}
|
||||||
|
|
@ -292,7 +292,7 @@ namespace Glamourer
|
||||||
SetHatState = true;
|
SetHatState = true;
|
||||||
SetVisorState = true;
|
SetVisorState = true;
|
||||||
SetWeaponState = true;
|
SetWeaponState = true;
|
||||||
StateFlags = a.StateFlags();
|
StateFlags = (byte)((a.IsHatVisible() ? 0x00 : 0x01) | (a.IsVisorToggled() ? 0x10 : 0x00) | (a.IsWeaponHidden() ? 0x02 : 0x00));
|
||||||
|
|
||||||
IsWet = a.IsWet();
|
IsWet = a.IsWet();
|
||||||
Alpha = a.Alpha();
|
Alpha = a.Alpha();
|
||||||
|
|
@ -309,20 +309,13 @@ namespace Glamourer
|
||||||
Equipment.Write(a.Address, WriteEquipment, WriteEquipment);
|
Equipment.Write(a.Address, WriteEquipment, WriteEquipment);
|
||||||
a.SetWetness(IsWet);
|
a.SetWetness(IsWet);
|
||||||
a.Alpha() = Alpha;
|
a.Alpha() = Alpha;
|
||||||
if ((_bytes[1] & 0b11100) == 0b11100)
|
|
||||||
{
|
|
||||||
a.StateFlags() = StateFlags;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (SetHatState)
|
if (SetHatState)
|
||||||
a.SetHatHidden(HatState);
|
a.SetHatVisible(!HatState);
|
||||||
if (SetVisorState)
|
if (SetVisorState)
|
||||||
a.SetVisorToggled(VisorState);
|
a.SetVisorToggled(VisorState);
|
||||||
if (SetWeaponState)
|
if (SetWeaponState)
|
||||||
a.SetWeaponHidden(WeaponState);
|
a.SetWeaponHidden(WeaponState);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
public void ApplyOnlyEquipment(Character a)
|
public void ApplyOnlyEquipment(Character a)
|
||||||
{
|
{
|
||||||
|
|
@ -383,7 +376,7 @@ namespace Glamourer
|
||||||
{
|
{
|
||||||
fixed (byte* ptr = _bytes)
|
fixed (byte* ptr = _bytes)
|
||||||
{
|
{
|
||||||
return ref *(CharacterCustomization*) (ptr + 4);
|
return ref *(CharacterCustomization*)(ptr + 4);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -397,5 +390,4 @@ namespace Glamourer
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -140,7 +140,7 @@ namespace Glamourer.Gui
|
||||||
ImGui.SameLine();
|
ImGui.SameLine();
|
||||||
if (InputInt($"##text_{id}", ref current, 1, count))
|
if (InputInt($"##text_{id}", ref current, 1, count))
|
||||||
{
|
{
|
||||||
customization[id] = set.Data(id, current).Value;
|
customization[id] = (byte) current;
|
||||||
ret = true;
|
ret = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -277,8 +277,9 @@ namespace Glamourer.Gui
|
||||||
var label = $"##fsPopup{child.FullName()}";
|
var label = $"##fsPopup{child.FullName()}";
|
||||||
if (ImGui.BeginPopup(label))
|
if (ImGui.BeginPopup(label))
|
||||||
{
|
{
|
||||||
if (ImGui.MenuItem("Delete"))
|
if (ImGui.MenuItem("Delete") && ImGui.GetIO().KeyCtrl && ImGui.GetIO().KeyShift)
|
||||||
_designs.DeleteAllChildren(child, false);
|
_designs.DeleteAllChildren(child, false);
|
||||||
|
ImGuiCustom.HoverTooltip("Hold Control and Shift to delete.");
|
||||||
|
|
||||||
RenameChildInput(child);
|
RenameChildInput(child);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -38,7 +38,7 @@ namespace Glamourer.Gui
|
||||||
ret |= DrawCheckMark("Hat Visible", save.HatState, v =>
|
ret |= DrawCheckMark("Hat Visible", save.HatState, v =>
|
||||||
{
|
{
|
||||||
save.HatState = v;
|
save.HatState = v;
|
||||||
player?.SetHatHidden(!v);
|
player?.SetHatVisible(v);
|
||||||
});
|
});
|
||||||
|
|
||||||
ret |= DrawCheckMark("Weapon Visible", save.WeaponState, v =>
|
ret |= DrawCheckMark("Weapon Visible", save.WeaponState, v =>
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue