adapt to new glamourer
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@@ -102,6 +102,8 @@ public sealed class GameObjectHandler : DisposableMediatorSubscriberBase
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private byte[] CustomizeData { get; set; } = new byte[26];
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private IntPtr DrawObjectAddress { get; set; }
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private byte[] EquipSlotData { get; set; } = new byte[40];
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private ushort[] MainHandData { get; set; } = new ushort[3];
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private ushort[] OffHandData { get; set; } = new ushort[3];
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public async Task ActOnFrameworkAfterEnsureNoDrawAsync(Action<Dalamud.Game.ClientState.Objects.Types.Character> act, CancellationToken token)
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{
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@@ -212,6 +214,9 @@ public sealed class GameObjectHandler : DisposableMediatorSubscriberBase
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&& ((CharacterBase*)DrawObjectAddress)->GetModelType() == CharacterBase.ModelType.Human)
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{
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equipDiff = CompareAndUpdateEquipByteData((byte*)&((Human*)DrawObjectAddress)->Head);
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equipDiff |= CompareAndUpdateMainHand(*((Weapon**)&chara->DrawData.MainHand + 1));
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equipDiff |= CompareAndUpdateOffHand(*((Weapon**)&chara->DrawData.OffHand + 1));
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if (equipDiff)
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Logger.LogTrace("Checking [{this}] equip data as human from draw obj, result: {diff}", this, equipDiff);
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}
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@@ -222,6 +227,8 @@ public sealed class GameObjectHandler : DisposableMediatorSubscriberBase
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Logger.LogTrace("Checking [{this}] equip data from game obj, result: {diff}", this, equipDiff);
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}
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if (equipDiff && !_isOwnedObject && !_ignoreSendAfterRedraw) // send the message out immediately and cancel out, no reason to continue if not self
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{
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Logger.LogTrace("[{this}] Changed", this);
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@@ -264,6 +271,32 @@ public sealed class GameObjectHandler : DisposableMediatorSubscriberBase
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}
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}
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private unsafe bool CompareAndUpdateMainHand(Weapon* weapon)
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{
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if ((nint)weapon == nint.Zero) return false;
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bool hasChanges = false;
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hasChanges |= weapon->ModelSetId != MainHandData[0];
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MainHandData[0] = weapon->ModelSetId;
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hasChanges |= weapon->Variant != MainHandData[1];
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MainHandData[1] = weapon->Variant;
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hasChanges |= weapon->SecondaryId != MainHandData[2];
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MainHandData[2] = weapon->SecondaryId;
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return hasChanges;
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}
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private unsafe bool CompareAndUpdateOffHand(Weapon* weapon)
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{
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if ((nint)weapon == nint.Zero) return false;
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bool hasChanges = false;
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hasChanges |= weapon->ModelSetId != OffHandData[0];
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OffHandData[0] = weapon->ModelSetId;
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hasChanges |= weapon->Variant != OffHandData[1];
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OffHandData[1] = weapon->Variant;
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hasChanges |= weapon->SecondaryId != OffHandData[2];
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OffHandData[2] = weapon->SecondaryId;
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return hasChanges;
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}
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private async Task ClearAsync(CancellationToken token)
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{
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Logger.LogDebug("[{this}] Running Clear Task", this);
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