Maybe fix another issue with monk offhands.

This commit is contained in:
Ottermandias 2024-07-26 15:35:25 +02:00
parent 60302c37cd
commit ff96e51963

View file

@ -47,10 +47,11 @@ public class StateListener : IDisposable
private readonly CrestService _crestService;
private readonly ICondition _condition;
private readonly Dictionary<Actor, CharacterWeapon> _fistOffhands = [];
private ActorIdentifier _creatingIdentifier = ActorIdentifier.Invalid;
private ActorState? _creatingState;
private ActorState? _customizeState;
private CharacterWeapon _lastFistOffhand = CharacterWeapon.Empty;
public StateListener(StateManager manager, ItemManager items, PenumbraService penumbra, ActorManager actors, Configuration config,
EquipSlotUpdating equipSlotUpdating, WeaponLoading weaponLoading, VisorStateChanged visorState,
@ -321,11 +322,13 @@ public class StateListener : IDisposable
return;
// Fist weapon gauntlet hack.
if (slot is EquipSlot.OffHand && weapon.Variant == 0 && weapon.Weapon.Id != 0 && _lastFistOffhand.Weapon.Id != 0)
if (slot is EquipSlot.OffHand
&& weapon.Variant == 0
&& weapon.Weapon.Id != 0
&& _fistOffhands.TryGetValue(actor, out var lastFistOffhand))
{
Glamourer.Log.Excessive($"Applying stored fist weapon offhand {_lastFistOffhand}.");
weapon = _lastFistOffhand;
_lastFistOffhand = CharacterWeapon.Empty;
Glamourer.Log.Information($"Applying stored fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}.");
weapon = lastFistOffhand;
}
if (!actor.Identifier(_actors, out var identifier)
@ -377,9 +380,10 @@ public class StateListener : IDisposable
// Fist Weapon Offhand hack.
if (slot is EquipSlot.MainHand && weapon.Skeleton.Id is > 1600 and < 1651)
{
_lastFistOffhand = new CharacterWeapon((PrimaryId)(weapon.Skeleton.Id + 50), weapon.Weapon, weapon.Variant,
lastFistOffhand = new CharacterWeapon((PrimaryId)(weapon.Skeleton.Id + 50), weapon.Weapon, weapon.Variant,
weapon.Stains);
Glamourer.Log.Excessive($"Storing fist weapon offhand {_lastFistOffhand}.");
_fistOffhands[actor] = lastFistOffhand;
Glamourer.Log.Excessive($"Storing fist weapon offhand {lastFistOffhand} for 0x{actor.Address:X}.");
}
_funModule.ApplyFunToWeapon(actor, ref weapon, slot);