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feat(component): add CCharacterComponent::GetPreferences
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@ -1048,6 +1048,21 @@ void CCharacterComponent::GeosRenderPrep() {
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this->m_flags &= ~0x4;
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}
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void CCharacterComponent::GetPreferences(CharacterPreferences* preferences) {
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if (!preferences) {
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return;
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}
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preferences->raceID = this->m_data.raceID;
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preferences->sexID = this->m_data.sexID;
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preferences->classID = this->m_data.classID;
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preferences->hairColorID = this->m_data.hairColorID;
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preferences->skinColorID = this->m_data.skinColorID;
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preferences->faceID = this->m_data.faceID;
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preferences->facialHairStyleID = this->m_data.facialHairStyleID;
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preferences->hairStyleID = this->m_data.hairStyleID;
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}
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CharSectionsRec* CCharacterComponent::GetSectionsRecord(COMPONENT_VARIATIONS sectionIndex, int32_t variationIndex, int32_t colorIndex, bool* found) {
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return ComponentGetSectionsRecord(
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CCharacterComponent::s_chrVarArray,
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@ -87,6 +87,7 @@ class CCharacterComponent {
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void CreateBaseTexture();
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void* CreateTexture(const ItemDisplayInfoRec* displayRec, int32_t section);
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void GeosRenderPrep();
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void GetPreferences(CharacterPreferences* preferences);
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CharSectionsRec* GetSectionsRecord(COMPONENT_VARIATIONS sectionIndex, int32_t variationIndex, int32_t colorIndex, bool* found);
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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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@ -91,6 +91,17 @@ enum ITEM_SLOT {
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NUM_ITEM_SLOT
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};
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struct CharacterPreferences {
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int32_t raceID;
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int32_t sexID;
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int32_t classID;
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int32_t hairColorID;
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int32_t skinColorID;
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int32_t faceID;
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int32_t facialHairStyleID;
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int32_t hairStyleID;
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};
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struct ComponentData {
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int32_t raceID = 0;
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int32_t sexID = 0;
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