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https://github.com/xivdev/Penumbra.git
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Split CharEquipment.
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a4ae44f310
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6 changed files with 136 additions and 49 deletions
27
Penumbra/Game/ActorEquip.cs
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27
Penumbra/Game/ActorEquip.cs
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@ -0,0 +1,27 @@
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using System.Runtime.InteropServices;
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namespace Penumbra.Game
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{
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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public readonly struct ActorEquip
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{
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public readonly SetId Set;
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public readonly byte Variant;
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public readonly StainId Stain;
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public override string ToString()
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=> $"{Set},{Variant},{Stain}";
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}
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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public readonly struct ActorWeapon
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{
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public readonly SetId Set;
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public readonly WeaponType Type;
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public readonly ushort Variant;
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public readonly StainId Stain;
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public override string ToString()
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=> $"{Set},{Type},{Variant},{Stain}";
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}
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}
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@ -9,48 +9,25 @@ namespace Penumbra.Game
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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public class CharEquipment
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public class CharEquipment
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{
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{
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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internal readonly struct Weapon
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{
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public readonly ushort Set;
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public readonly ushort Type;
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public readonly ushort Variant;
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public readonly byte Stain;
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public override string ToString()
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=> $"{Set},{Type},{Variant},{Stain}";
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}
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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internal readonly struct Equip
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{
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public readonly ushort Set;
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public readonly byte Variant;
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public readonly byte Stain;
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public override string ToString()
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=> $"{Set},{Variant},{Stain}";
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}
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private const int MainWeaponOffset = 0x0F08;
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private const int MainWeaponOffset = 0x0F08;
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private const int OffWeaponOffset = 0x0F70;
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private const int OffWeaponOffset = 0x0F70;
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private const int EquipmentOffset = 0x1040;
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private const int EquipmentOffset = 0x1040;
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private const int EquipmentSlots = 10;
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private const int EquipmentSlots = 10;
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private const int WeaponSlots = 2;
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private const int WeaponSlots = 2;
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internal readonly Weapon Mainhand;
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public readonly ActorWeapon Mainhand;
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internal readonly Weapon Offhand;
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public readonly ActorWeapon Offhand;
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internal readonly Equip Head;
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public readonly ActorEquip Head;
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internal readonly Equip Body;
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public readonly ActorEquip Body;
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internal readonly Equip Hands;
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public readonly ActorEquip Hands;
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internal readonly Equip Legs;
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public readonly ActorEquip Legs;
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internal readonly Equip Feet;
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public readonly ActorEquip Feet;
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internal readonly Equip Ear;
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public readonly ActorEquip Ear;
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internal readonly Equip Neck;
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public readonly ActorEquip Neck;
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internal readonly Equip Wrist;
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public readonly ActorEquip Wrist;
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internal readonly Equip RFinger;
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public readonly ActorEquip RFinger;
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internal readonly Equip LFinger;
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public readonly ActorEquip LFinger;
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internal readonly ushort IsSet; // Also fills struct size to 56, a multiple of 8.
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public readonly ushort IsSet; // Also fills struct size to 56, a multiple of 8.
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public CharEquipment()
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public CharEquipment()
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=> Clear();
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=> Clear();
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@ -81,23 +58,24 @@ namespace Penumbra.Game
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{
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{
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IsSet = 1;
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IsSet = 1;
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var actorPtr = ( byte* )actorAddress.ToPointer();
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var actorPtr = ( byte* )actorAddress.ToPointer();
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fixed( Weapon* main = &Mainhand, off = &Offhand )
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fixed( ActorWeapon* main = &Mainhand, off = &Offhand )
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{
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{
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Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( Weapon ), sizeof( Weapon ) );
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Buffer.MemoryCopy( actorPtr + MainWeaponOffset, main, sizeof( ActorWeapon ), sizeof( ActorWeapon ) );
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Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( Weapon ), sizeof( Weapon ) );
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Buffer.MemoryCopy( actorPtr + OffWeaponOffset, off, sizeof( ActorWeapon ), sizeof( ActorWeapon ) );
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}
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}
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fixed( Equip* equipment = &Head )
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fixed( ActorEquip* equipment = &Head )
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{
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{
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Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( Equip ), EquipmentSlots * sizeof( Equip ) );
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Buffer.MemoryCopy( actorPtr + EquipmentOffset, equipment, EquipmentSlots * sizeof( ActorEquip ),
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EquipmentSlots * sizeof( ActorEquip ) );
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}
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}
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}
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}
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public unsafe void Clear()
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public unsafe void Clear()
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{
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{
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fixed( Weapon* main = &Mainhand )
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fixed( ActorWeapon* main = &Mainhand )
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{
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( Equip ) + WeaponSlots * sizeof( Weapon ) ) / 8;
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorEquip ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
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for( ulong* ptr = ( ulong* )main, end = ptr + structSizeEights; ptr != end; ++ptr )
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{
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{
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*ptr = 0;
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*ptr = 0;
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@ -107,9 +85,9 @@ namespace Penumbra.Game
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private unsafe bool CompareAndOverwrite( CharEquipment rhs )
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private unsafe bool CompareAndOverwrite( CharEquipment rhs )
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{
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( Equip ) + WeaponSlots * sizeof( Weapon ) ) / 8;
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorEquip ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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var ret = true;
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var ret = true;
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fixed( Weapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
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fixed( ActorWeapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
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{
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{
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var ptr1 = ( ulong* )data1;
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var ptr1 = ( ulong* )data1;
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var ptr2 = ( ulong* )data2;
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var ptr2 = ( ulong* )data2;
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@ -128,8 +106,8 @@ namespace Penumbra.Game
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private unsafe bool CompareData( CharEquipment rhs )
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private unsafe bool CompareData( CharEquipment rhs )
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{
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{
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( Equip ) + WeaponSlots * sizeof( Weapon ) ) / 8;
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var structSizeEights = ( 2 + EquipmentSlots * sizeof( ActorEquip ) + WeaponSlots * sizeof( ActorWeapon ) ) / 8;
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fixed( Weapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
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fixed( ActorWeapon* data1 = &Mainhand, data2 = &rhs.Mainhand )
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{
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{
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var ptr1 = ( ulong* )data1;
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var ptr1 = ( ulong* )data1;
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var ptr2 = ( ulong* )data2;
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var ptr2 = ( ulong* )data2;
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@ -291,7 +291,7 @@ namespace Penumbra.Game
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}
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}
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}
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}
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public Item? Identify( ushort setId, ushort weaponType, ushort variant, EquipSlot slot )
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public Item? Identify( SetId setId, WeaponType weaponType, ushort variant, EquipSlot slot )
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{
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{
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switch( slot )
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switch( slot )
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{
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{
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@ -304,7 +304,8 @@ namespace Penumbra.Game
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}
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}
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default:
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default:
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{
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{
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var (begin, _) = FindIndexRange( _equipment, ( ( ulong )setId << 32 ) | ( ( ulong )slot.ToSlot() << 16 ) | weaponType,
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var (begin, _) = FindIndexRange( _equipment,
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( ( ulong )setId << 32 ) | ( ( ulong )slot.ToSlot() << 16 ) | ( ulong )weaponType,
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0xFFFFFFFFFFFF );
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0xFFFFFFFFFFFF );
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return begin >= 0 ? _equipment[ begin ].Item2.FirstOrDefault() : null;
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return begin >= 0 ? _equipment[ begin ].Item2.FirstOrDefault() : null;
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}
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}
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23
Penumbra/Game/SetId.cs
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23
Penumbra/Game/SetId.cs
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@ -0,0 +1,23 @@
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using System;
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namespace Penumbra.Game
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{
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public readonly struct SetId : IComparable<SetId>
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{
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public readonly ushort Value;
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public SetId( ushort value )
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=> Value = value;
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public static implicit operator SetId( ushort id ) => new(id);
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public static explicit operator ushort( SetId id )
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=> id.Value;
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public override string ToString()
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=> Value.ToString();
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public int CompareTo( SetId other )
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=> Value.CompareTo( other.Value );
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}
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}
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29
Penumbra/Game/StainId.cs
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29
Penumbra/Game/StainId.cs
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@ -0,0 +1,29 @@
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using System;
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namespace Penumbra.Game
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{
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public readonly struct StainId : IEquatable<StainId>
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{
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public readonly byte Value;
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public StainId( byte value )
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=> Value = value;
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public static implicit operator StainId( byte id ) => new( id );
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public static explicit operator byte( StainId id )
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=> id.Value;
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public override string ToString()
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=> Value.ToString();
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public bool Equals( StainId other )
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=> Value == other.Value;
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public override bool Equals( object? obj )
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=> obj is StainId other && Equals( other );
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public override int GetHashCode()
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=> Value.GetHashCode();
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}
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}
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29
Penumbra/Game/WeaponType.cs
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29
Penumbra/Game/WeaponType.cs
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@ -0,0 +1,29 @@
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using System;
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namespace Penumbra.Game
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{
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public readonly struct WeaponType : IEquatable<WeaponType>
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{
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public readonly ushort Value;
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public WeaponType( ushort value )
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=> Value = value;
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public static implicit operator WeaponType( ushort id ) => new( id );
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public static explicit operator ushort( WeaponType id )
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=> id.Value;
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public override string ToString()
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=> Value.ToString();
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public bool Equals( WeaponType other )
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=> Value == other.Value;
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public override bool Equals( object? obj )
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=> obj is WeaponType other && Equals( other );
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public override int GetHashCode()
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=> Value.GetHashCode();
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}
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}
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