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Fix some issues with weapons in automated designs.
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parent
c195f90706
commit
ea55d9cb03
1 changed files with 13 additions and 13 deletions
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@ -339,17 +339,17 @@ public class AutoDesignApplier : IDisposable
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var checkState = !respectManual || state[EquipSlot.MainHand, false] is not StateChanged.Source.Manual;
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if (checkUnlock && checkState)
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{
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if (state.ModelData.Item(EquipSlot.MainHand).Type == item.Type)
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{
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_state.ChangeItem(state, EquipSlot.MainHand, item, source);
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totalEquipFlags |= EquipFlag.Mainhand;
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}
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else if (fromJobChange)
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if (fromJobChange)
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{
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_jobChangeMainhand = item;
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_jobChangeState = state;
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totalEquipFlags |= EquipFlag.Mainhand;
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}
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else if (state.ModelData.Item(EquipSlot.MainHand).Type == item.Type)
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{
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_state.ChangeItem(state, EquipSlot.MainHand, item, source);
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totalEquipFlags |= EquipFlag.Mainhand;
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}
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}
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}
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@ -360,16 +360,16 @@ public class AutoDesignApplier : IDisposable
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var checkState = !respectManual || state[EquipSlot.OffHand, false] is not StateChanged.Source.Manual;
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if (checkUnlock && checkState)
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{
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if (state.ModelData.Item(EquipSlot.OffHand).Type == item.Type)
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{
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_state.ChangeItem(state, EquipSlot.OffHand, item, source);
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totalEquipFlags |= EquipFlag.Mainhand;
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}
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else if (fromJobChange)
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if (fromJobChange)
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{
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_jobChangeOffhand = item;
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_jobChangeState = state;
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totalEquipFlags |= EquipFlag.Mainhand;
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totalEquipFlags |= EquipFlag.Offhand;
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}
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else if (state.ModelData.Item(EquipSlot.OffHand).Type == item.Type)
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{
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_state.ChangeItem(state, EquipSlot.OffHand, item, source);
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totalEquipFlags |= EquipFlag.Offhand;
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}
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}
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}
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