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feat(component): add CCharacterComponent::SetBeardStyle
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95c89c50b9
@ -714,7 +714,7 @@ CharSectionsRec* CCharacterComponent::GetSectionsRecord(COMPONENT_VARIATIONS sec
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);
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}
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void CCharacterComponent::Init(ComponentData* data, const char* a3) {
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int32_t CCharacterComponent::Init(ComponentData* data, const char* a3) {
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if (data->model) {
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data->model->Release();
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}
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@ -725,8 +725,9 @@ void CCharacterComponent::Init(ComponentData* data, const char* a3) {
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this->SetSkinColor(this->m_data.skinColorID, false, true, a3);
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this->SetHairStyle(this->m_data.hairStyleID, a3);
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this->SetBeardStyle(this->m_data.facialHairStyleID, false, a3);
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// TODO
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return 1;
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}
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int32_t CCharacterComponent::ItemsLoaded(int32_t a2) {
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@ -874,6 +875,49 @@ void CCharacterComponent::ReplaceHairTexture(int32_t hairStyleID, const char* a3
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}
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}
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void CCharacterComponent::SetBeardStyle(int32_t facialHairStyleID, bool a3, const char* a4) {
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auto listIndex = this->m_data.raceID * 2 + this->m_data.sexID;
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if (facialHairStyleID < 0 || facialHairStyleID > CCharacterComponent::s_characterFacialHairStylesList[listIndex]) {
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return;
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}
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this->m_data.facialHairStyleID = facialHairStyleID;
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auto facialHairStyleRec = ComponentGetFacialHairStyleRecord(&this->m_data);
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if (facialHairStyleRec) {
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this->m_data.geosets[1] = 100 + facialHairStyleRec->m_geoset[0];
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this->m_data.geosets[2] = 200 + facialHairStyleRec->m_geoset[2];
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this->m_data.geosets[3] = 300 + facialHairStyleRec->m_geoset[1];
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this->m_data.geosets[16] = 1600 + facialHairStyleRec->m_geoset[3];
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this->m_data.geosets[17] = 1700 + facialHairStyleRec->m_geoset[4];
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this->m_flags |= 0x4;
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if (
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(facialHairStyleRec->m_geoset[0] || facialHairStyleRec->m_geoset[1] || facialHairStyleRec->m_geoset[2])
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&& (!this->m_texture[TEXTURE_INDEX(VARIATION_HAIR, 1)] || !this->m_texture[TEXTURE_INDEX(VARIATION_HAIR, 2)])
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) {
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this->ReplaceHairTexture(1, a4);
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}
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}
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bool isNPC = this->m_data.flags & 0x1;
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if (!isNPC) {
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if (a3) {
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this->LoadBaseVariation(VARIATION_FACIAL_HAIR, 0, this->m_data.facialHairStyleID, this->m_data.hairColorID, SECTION_HEAD_LOWER, a4);
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this->LoadBaseVariation(VARIATION_FACIAL_HAIR, 1, this->m_data.facialHairStyleID, this->m_data.hairColorID, SECTION_HEAD_UPPER, a4);
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}
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this->m_sectionDirty |= (1 << SECTION_HEAD_LOWER) | (1 << SECTION_HEAD_UPPER);
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// TODO component request logic
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this->m_flags &= ~0x8;
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}
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}
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void CCharacterComponent::SetFace(int32_t faceID, bool a3, const char* a4) {
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bool isNPC = this->m_data.flags & 0x1;
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@ -81,7 +81,7 @@ class CCharacterComponent {
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void CreateBaseTexture();
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void GeosRenderPrep();
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CharSectionsRec* GetSectionsRecord(COMPONENT_VARIATIONS sectionIndex, int32_t variationIndex, int32_t colorIndex, bool* found);
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void Init(ComponentData* data, const char* a3);
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int32_t Init(ComponentData* data, const char* a3);
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int32_t ItemsLoaded(int32_t a2);
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void LoadBaseVariation(COMPONENT_VARIATIONS sectionIndex, int32_t textureIndex, int32_t variationIndex, int32_t colorIndex, COMPONENT_SECTIONS section, const char* a7);
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void PrepSections();
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@ -90,6 +90,7 @@ class CCharacterComponent {
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void RenderPrepSections();
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void ReplaceExtraSkinTexture(const char* a2);
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void ReplaceHairTexture(int32_t hairStyleID, const char* a3);
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void SetBeardStyle(int32_t facialHairStyleID, bool a3, const char* a4);
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void SetFace(int32_t faceID, bool a3, const char* a4);
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void SetHairColor(int32_t hairColorID, bool a3, const char* a4);
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void SetHairStyle(int32_t hairStyleID, const char* a3);
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