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Stop using windows forms, add extensive meta manipulation editing, fix a concurrency crash and a dumb crash.
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25 changed files with 1266 additions and 302 deletions
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@ -2,106 +2,119 @@ using System;
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using System.ComponentModel;
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using Penumbra.GameData.Enums;
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namespace Penumbra.GameData.Structs
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namespace Penumbra.GameData.Structs;
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[Flags]
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public enum EqdpEntry : ushort
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{
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[Flags]
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public enum EqdpEntry : ushort
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Invalid = 0,
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Head1 = 0b0000000001,
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Head2 = 0b0000000010,
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HeadMask = 0b0000000011,
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Body1 = 0b0000000100,
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Body2 = 0b0000001000,
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BodyMask = 0b0000001100,
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Hands1 = 0b0000010000,
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Hands2 = 0b0000100000,
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HandsMask = 0b0000110000,
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Legs1 = 0b0001000000,
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Legs2 = 0b0010000000,
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LegsMask = 0b0011000000,
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Feet1 = 0b0100000000,
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Feet2 = 0b1000000000,
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FeetMask = 0b1100000000,
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Ears1 = 0b0000000001,
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Ears2 = 0b0000000010,
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EarsMask = 0b0000000011,
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Neck1 = 0b0000000100,
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Neck2 = 0b0000001000,
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NeckMask = 0b0000001100,
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Wrists1 = 0b0000010000,
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Wrists2 = 0b0000100000,
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WristsMask = 0b0000110000,
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RingR1 = 0b0001000000,
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RingR2 = 0b0010000000,
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RingRMask = 0b0011000000,
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RingL1 = 0b0100000000,
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RingL2 = 0b1000000000,
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RingLMask = 0b1100000000,
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}
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public static class Eqdp
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{
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public static int Offset( EquipSlot slot )
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=> slot switch
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{
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EquipSlot.Head => 0,
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EquipSlot.Body => 2,
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EquipSlot.Hands => 4,
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EquipSlot.Legs => 6,
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EquipSlot.Feet => 8,
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EquipSlot.Ears => 0,
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EquipSlot.Neck => 2,
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EquipSlot.Wrists => 4,
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EquipSlot.RFinger => 6,
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EquipSlot.LFinger => 8,
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_ => throw new InvalidEnumArgumentException(),
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};
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public static (bool, bool) ToBits( this EqdpEntry entry, EquipSlot slot )
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=> slot switch
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{
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EquipSlot.Head => ( entry.HasFlag( EqdpEntry.Head1 ), entry.HasFlag( EqdpEntry.Head2 ) ),
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EquipSlot.Body => ( entry.HasFlag( EqdpEntry.Body1 ), entry.HasFlag( EqdpEntry.Body2 ) ),
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EquipSlot.Hands => ( entry.HasFlag( EqdpEntry.Hands1 ), entry.HasFlag( EqdpEntry.Hands2 ) ),
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EquipSlot.Legs => ( entry.HasFlag( EqdpEntry.Legs1 ), entry.HasFlag( EqdpEntry.Legs2 ) ),
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EquipSlot.Feet => ( entry.HasFlag( EqdpEntry.Feet1 ), entry.HasFlag( EqdpEntry.Feet2 ) ),
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EquipSlot.Ears => ( entry.HasFlag( EqdpEntry.Ears1 ), entry.HasFlag( EqdpEntry.Ears2 ) ),
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EquipSlot.Neck => ( entry.HasFlag( EqdpEntry.Neck1 ), entry.HasFlag( EqdpEntry.Neck2 ) ),
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EquipSlot.Wrists => ( entry.HasFlag( EqdpEntry.Wrists1 ), entry.HasFlag( EqdpEntry.Wrists2 ) ),
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EquipSlot.RFinger => ( entry.HasFlag( EqdpEntry.RingR1 ), entry.HasFlag( EqdpEntry.RingR2 ) ),
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EquipSlot.LFinger => ( entry.HasFlag( EqdpEntry.RingL1 ), entry.HasFlag( EqdpEntry.RingL2 ) ),
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_ => throw new InvalidEnumArgumentException(),
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};
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public static EqdpEntry FromSlotAndBits( EquipSlot slot, bool bit1, bool bit2 )
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{
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Invalid = 0,
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Head1 = 0b0000000001,
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Head2 = 0b0000000010,
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HeadMask = 0b0000000011,
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EqdpEntry ret = 0;
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var offset = Offset( slot );
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if( bit1 )
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{
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ret |= ( EqdpEntry )( 1 << offset );
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}
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Body1 = 0b0000000100,
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Body2 = 0b0000001000,
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BodyMask = 0b0000001100,
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if( bit2 )
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{
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ret |= ( EqdpEntry )( 1 << ( offset + 1 ) );
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}
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Hands1 = 0b0000010000,
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Hands2 = 0b0000100000,
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HandsMask = 0b0000110000,
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Legs1 = 0b0001000000,
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Legs2 = 0b0010000000,
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LegsMask = 0b0011000000,
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Feet1 = 0b0100000000,
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Feet2 = 0b1000000000,
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FeetMask = 0b1100000000,
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Ears1 = 0b0000000001,
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Ears2 = 0b0000000010,
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EarsMask = 0b0000000011,
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Neck1 = 0b0000000100,
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Neck2 = 0b0000001000,
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NeckMask = 0b0000001100,
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Wrists1 = 0b0000010000,
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Wrists2 = 0b0000100000,
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WristsMask = 0b0000110000,
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RingR1 = 0b0001000000,
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RingR2 = 0b0010000000,
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RingRMask = 0b0011000000,
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RingL1 = 0b0100000000,
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RingL2 = 0b1000000000,
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RingLMask = 0b1100000000,
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return ret;
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}
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public static class Eqdp
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public static EqdpEntry Mask( EquipSlot slot )
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{
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public static int Offset( EquipSlot slot )
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return slot switch
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{
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return slot switch
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{
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EquipSlot.Head => 0,
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EquipSlot.Body => 2,
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EquipSlot.Hands => 4,
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EquipSlot.Legs => 6,
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EquipSlot.Feet => 8,
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EquipSlot.Ears => 0,
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EquipSlot.Neck => 2,
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EquipSlot.Wrists => 4,
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EquipSlot.RFinger => 6,
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EquipSlot.LFinger => 8,
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_ => throw new InvalidEnumArgumentException(),
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};
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}
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public static EqdpEntry FromSlotAndBits( EquipSlot slot, bool bit1, bool bit2 )
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{
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EqdpEntry ret = 0;
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var offset = Offset( slot );
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if( bit1 )
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{
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ret |= ( EqdpEntry )( 1 << offset );
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}
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if( bit2 )
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{
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ret |= ( EqdpEntry )( 1 << ( offset + 1 ) );
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}
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return ret;
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}
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public static EqdpEntry Mask( EquipSlot slot )
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{
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return slot switch
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{
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EquipSlot.Head => EqdpEntry.HeadMask,
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EquipSlot.Body => EqdpEntry.BodyMask,
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EquipSlot.Hands => EqdpEntry.HandsMask,
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EquipSlot.Legs => EqdpEntry.LegsMask,
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EquipSlot.Feet => EqdpEntry.FeetMask,
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EquipSlot.Ears => EqdpEntry.EarsMask,
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EquipSlot.Neck => EqdpEntry.NeckMask,
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EquipSlot.Wrists => EqdpEntry.WristsMask,
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EquipSlot.RFinger => EqdpEntry.RingRMask,
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EquipSlot.LFinger => EqdpEntry.RingLMask,
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_ => 0,
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};
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}
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EquipSlot.Head => EqdpEntry.HeadMask,
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EquipSlot.Body => EqdpEntry.BodyMask,
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EquipSlot.Hands => EqdpEntry.HandsMask,
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EquipSlot.Legs => EqdpEntry.LegsMask,
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EquipSlot.Feet => EqdpEntry.FeetMask,
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EquipSlot.Ears => EqdpEntry.EarsMask,
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EquipSlot.Neck => EqdpEntry.NeckMask,
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EquipSlot.Wrists => EqdpEntry.WristsMask,
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EquipSlot.RFinger => EqdpEntry.RingRMask,
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EquipSlot.LFinger => EqdpEntry.RingLMask,
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_ => 0,
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};
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}
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}
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@ -198,12 +198,14 @@ public static class Eqp
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EqpEntry._55 => EquipSlot.Head,
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EqpEntry.HeadShowHrothgarHat => EquipSlot.Head,
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EqpEntry.HeadShowVieraHat => EquipSlot.Head,
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EqpEntry._58 => EquipSlot.Head,
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EqpEntry._59 => EquipSlot.Head,
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EqpEntry._60 => EquipSlot.Head,
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EqpEntry._61 => EquipSlot.Head,
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EqpEntry._62 => EquipSlot.Head,
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EqpEntry._63 => EquipSlot.Head,
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// Currently unused.
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EqpEntry._58 => EquipSlot.Unknown,
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EqpEntry._59 => EquipSlot.Unknown,
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EqpEntry._60 => EquipSlot.Unknown,
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EqpEntry._61 => EquipSlot.Unknown,
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EqpEntry._62 => EquipSlot.Unknown,
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EqpEntry._63 => EquipSlot.Unknown,
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_ => EquipSlot.Unknown,
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};
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@ -299,7 +301,7 @@ public static class Eqp
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public static readonly EqpEntry[] EqpAttributesFeet = GetEntriesForSlot( EquipSlot.Feet );
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public static readonly EqpEntry[] EqpAttributesHead = GetEntriesForSlot( EquipSlot.Head );
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public static IReadOnlyDictionary< EquipSlot, EqpEntry[] > EqpAttributes = new Dictionary< EquipSlot, EqpEntry[] >()
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public static readonly IReadOnlyDictionary< EquipSlot, EqpEntry[] > EqpAttributes = new Dictionary< EquipSlot, EqpEntry[] >()
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{
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[ EquipSlot.Body ] = EqpAttributesBody,
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[ EquipSlot.Legs ] = EqpAttributesLegs,
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