Remove BonusItem from use and update ResourceTree a bit.

This commit is contained in:
Ottermandias 2024-10-11 16:35:47 +02:00
parent 2c5ffc1bc5
commit 1d5a7a41ab
5 changed files with 69 additions and 65 deletions

View file

@ -80,12 +80,13 @@ public class ResourceTree
{
ModelType.Human => i switch
{
< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i]),
16 or 17 => globalContext.CreateContext(model, i, EquipSlot.Head, equipment[(int)(i - 6)]),
_ => globalContext.CreateContext(model, i),
< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot().ToEquipType(), equipment[(int)i]),
16 => globalContext.CreateContext(model, i, FullEquipType.Glasses, equipment[10]),
17 => globalContext.CreateContext(model, i, FullEquipType.Unknown, equipment[11]),
_ => globalContext.CreateContext(model, i),
},
_ => i < equipment.Length
? globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i])
? globalContext.CreateContext(model, i, i.ToEquipSlot().ToEquipType(), equipment[(int)i])
: globalContext.CreateContext(model, i),
};
@ -133,7 +134,7 @@ public class ResourceTree
var weapon = (Weapon*)subObject;
// This way to tell apart MainHand and OffHand is not always accurate, but seems good enough for what we're doing with it.
var slot = weaponIndex > 0 ? EquipSlot.OffHand : EquipSlot.MainHand;
var slot = weaponIndex > 0 ? FullEquipType.UnknownOffhand : FullEquipType.UnknownMainhand;
var equipment = new CharacterArmor(weapon->ModelSetId, (byte)weapon->Variant, new StainIds(weapon->Stain0, weapon->Stain1));
var weaponType = weapon->SecondaryId;