fix minions/mounts for 6.2, todo: remove penumbra redraw once glamourer is available
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@@ -47,7 +47,7 @@ namespace MareSynchronos.Models
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var chara = (Character*)curPtr;
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bool addr = Address == IntPtr.Zero || Address != curPtr;
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bool equip = CompareAndUpdateByteData(chara->EquipSlotData, chara->CustomizeData);
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bool drawObj = (chara->GameObject.DrawObject != null && (IntPtr)chara->GameObject.DrawObject != DrawObjectAddress);
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bool drawObj = (IntPtr)chara->GameObject.DrawObject != DrawObjectAddress;
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var name = new Utf8String(chara->GameObject.Name).ToString();
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bool nameChange = (name != _name);
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if (addr || equip || drawObj || nameChange)
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@@ -98,33 +98,30 @@ namespace MareSynchronos.Models
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}
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}
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if (ObjectKind is not ObjectKind.Mount)
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var newHatState = Marshal.ReadByte((IntPtr)customizeData + 30, 0);
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var newWeaponOrVisorState = Marshal.ReadByte((IntPtr)customizeData + 31, 0);
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if (newHatState != HatState)
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{
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var newHatState = Marshal.ReadByte((IntPtr)customizeData + 30, 0);
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var newWeaponOrVisorState = Marshal.ReadByte((IntPtr)customizeData + 31, 0);
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if (newHatState != HatState)
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if (HatState != null && !hasChanges && !HasUnprocessedUpdate)
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{
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if (HatState != null && !hasChanges && !HasUnprocessedUpdate)
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{
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Logger.Debug("Not Sending Update, only Hat changed");
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DoNotSendUpdate = true;
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}
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HatState = newHatState;
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hasChanges = true;
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Logger.Debug("Not Sending Update, only Hat changed");
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DoNotSendUpdate = true;
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}
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HatState = newHatState;
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hasChanges = true;
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}
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newWeaponOrVisorState &= 0b1101; // ignore drawing weapon
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newWeaponOrVisorState &= 0b1101; // ignore drawing weapon
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if (newWeaponOrVisorState != VisorWeaponState)
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if (newWeaponOrVisorState != VisorWeaponState)
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{
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if (VisorWeaponState != null && !hasChanges && !HasUnprocessedUpdate)
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{
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if (VisorWeaponState != null && !hasChanges && !HasUnprocessedUpdate)
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{
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Logger.Debug("Not Sending Update, only Visor/Weapon changed");
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DoNotSendUpdate = true;
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}
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VisorWeaponState = newWeaponOrVisorState;
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hasChanges = true;
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Logger.Debug("Not Sending Update, only Visor/Weapon changed");
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DoNotSendUpdate = true;
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}
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VisorWeaponState = newWeaponOrVisorState;
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hasChanges = true;
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}
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return hasChanges;
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