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Remove BonusItem from use and update ResourceTree a bit.
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parent
2c5ffc1bc5
commit
1d5a7a41ab
5 changed files with 69 additions and 65 deletions
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@ -80,12 +80,13 @@ public class ResourceTree
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{
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ModelType.Human => i switch
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{
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< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i]),
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16 or 17 => globalContext.CreateContext(model, i, EquipSlot.Head, equipment[(int)(i - 6)]),
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_ => globalContext.CreateContext(model, i),
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< 10 => globalContext.CreateContext(model, i, i.ToEquipSlot().ToEquipType(), equipment[(int)i]),
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16 => globalContext.CreateContext(model, i, FullEquipType.Glasses, equipment[10]),
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17 => globalContext.CreateContext(model, i, FullEquipType.Unknown, equipment[11]),
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_ => globalContext.CreateContext(model, i),
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},
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_ => i < equipment.Length
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? globalContext.CreateContext(model, i, i.ToEquipSlot(), equipment[(int)i])
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? globalContext.CreateContext(model, i, i.ToEquipSlot().ToEquipType(), equipment[(int)i])
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: globalContext.CreateContext(model, i),
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};
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@ -133,7 +134,7 @@ public class ResourceTree
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var weapon = (Weapon*)subObject;
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// This way to tell apart MainHand and OffHand is not always accurate, but seems good enough for what we're doing with it.
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var slot = weaponIndex > 0 ? EquipSlot.OffHand : EquipSlot.MainHand;
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var slot = weaponIndex > 0 ? FullEquipType.UnknownOffhand : FullEquipType.UnknownMainhand;
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var equipment = new CharacterArmor(weapon->ModelSetId, (byte)weapon->Variant, new StainIds(weapon->Stain0, weapon->Stain1));
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var weaponType = weapon->SecondaryId;
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