Batch #16273 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_09881 UIPreviewEquipWnd::DrawCharacter: logic confirmed by peer review Peer-reviewed-by: youko, Toshiro Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
416 lines
15 KiB
C++
416 lines
15 KiB
C++
#include "UI/UIPreviewEquipWnd.h"
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#include "UI/Window/WindowId.h"
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#include "UI/Window/UIEnums.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Client/Session.h"
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#include "Contents/Actors/CharacterRender.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Items/ItemInfo.h"
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#include "Contents/Combat/CombatTypes.h"
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#include "Contents/MessageTable.h"
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#include "Contents/UserData/NormalItemSlots.h"
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#include "Render/Renderer.h"
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#include "UI/Buttons/UIBasicButton.h"
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#include "UI/Buttons/UIBitmapButton.h"
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#include "UI/Text/UIStaticText.h"
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#include "UI/Window/UIWindowMgr.h"
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#include "Contents/World/World.h"
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#include "UI/Window/FuncDrawWNDChar.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Math/Vector3d.h"
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#include "Resource/MSGSTRINGID.h"
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// OFFSET: 0x007F2F90
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// FUNCTION: fn_09879
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UIPreviewEquipWnd::UIPreviewEquipWnd()
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: UIFrameWnd(1), saved(nullptr), m_render(nullptr), m_leftButton(nullptr), m_rightButton(nullptr), m_actionButton(0) {
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}
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// OFFSET: 0x007F3090
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// FUNCTION: fn_09880
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UIPreviewEquipWnd::~UIPreviewEquipWnd() {
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delete this->m_render;
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}
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// OFFSET: 0x007F3590
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// FUNCTION: fn_09881
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void UIPreviewEquipWnd::DrawCharacter() {
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matrix view;
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view.MakeXRotation(this->m_render->cameraPitch / 180.0f * 3.141592f);
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view.AppendYRotation(this->m_render->cameraYaw / 180.0f * 3.141592f);
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vector3d offset;
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offset.x = 0.0f;
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offset.y = 0.0f;
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offset.z = -this->m_render->cameraDistance;
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float eye[3];
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eye[0] = offset.x * view.values[0] + offset.y * view.values[3] + offset.z * view.values[6] + view.values[9];
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eye[1] = offset.x * view.values[1] + offset.y * view.values[4] + offset.z * view.values[7] + view.values[10];
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eye[2] = offset.x * view.values[2] + offset.y * view.values[5] + offset.z * view.values[8] + view.values[11];
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float up[3];
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up[0] = this->m_render->cameraUpX;
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up[1] = this->m_render->cameraUpY;
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up[2] = *reinterpret_cast<float*>(&this->m_render->cameraUpZ);
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view.LookAt(eye, reinterpret_cast<float*>(&this->m_render->positionX), up);
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float screenX = 0.0f;
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float screenY = 0.0f;
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float depth = 0.0f;
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g_renderer->ProjectViewportCentered(
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reinterpret_cast<float*>(&this->m_render->positionX), view.values, &screenX, &screenY, &depth,
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static_cast<float>(this->geometry.width) + *reinterpret_cast<float*>(&this->m_render->viewportOffsetX),
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static_cast<float>(this->geometry.height) + this->m_render->viewportOffsetY
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);
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FuncDrawWNDChar(
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this, static_cast<int>(screenX), static_cast<int>(screenY), static_cast<unsigned char>(this->m_render->appearance[0]),
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static_cast<short>(this->m_render->job), this->m_render->headJob, static_cast<short>(this->m_render->bodyCostume),
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static_cast<short>(this->m_render->appearance[1]), static_cast<short>(this->m_render->lowerHeadgear), static_cast<short>(this->m_render->upperHeadgear),
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static_cast<short>(this->m_render->middleHeadgear), this->m_render->robe, this->m_render->riding, this->m_render->madogearType, this->m_render->appearance[2],
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this->m_render->appearance[3], this->m_render->actionIndex, this->m_render->frameIndex, 0
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).Draw(1);
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}
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// OFFSET: 0x007F38A0
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// FUNCTION: fn_09882
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void UIPreviewEquipWnd::OnCreate(int width, int height) {
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this->AddBaseButton();
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this->AddCloseButton("", 0);
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UIStaticText* shadow = new UIStaticText();
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shadow->SetSize(
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this->TextWidth(LookupMessage(MSI_IMPOSSIBLE_CHANGE_GUILD_MASTER_IN_SIEGE_TIME), 0, 0, 12, 0, 0),
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this->TextHeight(LookupMessage(MSI_IMPOSSIBLE_CHANGE_GUILD_MASTER_IN_SIEGE_TIME), 0, 0, 12, 0, 0)
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);
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shadow->SetText(LookupMessage(MSI_IMPOSSIBLE_CHANGE_GUILD_MASTER_IN_SIEGE_TIME), 0);
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shadow->SetColor(255, 255, 255);
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shadow->Move(19, 4);
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this->AddChild(shadow);
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UIStaticText* title = new UIStaticText();
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title->SetSize(
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this->TextWidth(LookupMessage(MSI_IMPOSSIBLE_CHANGE_GUILD_MASTER_IN_SIEGE_TIME), 0, 0, 12, 0, 0),
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this->TextHeight(LookupMessage(MSI_IMPOSSIBLE_CHANGE_GUILD_MASTER_IN_SIEGE_TIME), 0, 0, 12, 0, 0)
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);
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title->SetText(LookupMessage(MSI_IMPOSSIBLE_CHANGE_GUILD_MASTER_IN_SIEGE_TIME), 0);
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title->Move(18, 3);
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this->AddChild(title);
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if (!g_modeMgr.GetGameMode() || !static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene) {
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return;
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}
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this->m_render = new CCharacterRender(width, height);
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this->SyncFromPlayer();
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this->m_leftButton = new UIBitmapButton();
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this->m_leftButton->SetBitmap("유저인터페이스\\equip_preview\\chr_arrow_rotate_l_out.bmp", 0, 0);
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this->m_leftButton->SetBitmap("유저인터페이스\\equip_preview\\chr_arrow_rotate_l_over.bmp", 1, 0);
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this->m_leftButton->SetBitmap("유저인터페이스\\equip_preview\\chr_arrow_rotate_l_press.bmp", 2, 0);
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this->m_leftButton->SetSize(this->m_leftButton->BitmapWidth(), this->m_leftButton->BitmapHeight());
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this->m_leftButton->Move(13, 151);
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this->m_leftButton->SetId(0x180);
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this->AddChild(this->m_leftButton);
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this->m_rightButton = new UIBitmapButton();
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this->m_rightButton->SetBitmap("유저인터페이스\\equip_preview\\chr_arrow_rotate_r_out.bmp", 0, 0);
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this->m_rightButton->SetBitmap("유저인터페이스\\equip_preview\\chr_arrow_rotate_r_over.bmp", 1, 0);
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this->m_rightButton->SetBitmap("유저인터페이스\\equip_preview\\chr_arrow_rotate_r_press.bmp", 2, 0);
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this->m_rightButton->SetSize(this->m_rightButton->BitmapWidth(), this->m_rightButton->BitmapHeight());
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this->m_rightButton->Move(this->geometry.width - this->m_rightButton->BitmapWidth() - 13, 151);
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this->m_rightButton->SetId(0x181);
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this->AddChild(this->m_rightButton);
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this->m_actionButton = new UIBasicButton();
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this->m_actionButton->Configure(80, LookupMessage(MSI_BLOCK_CALL_PERMIT));
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this->m_actionButton->Move(static_cast<int>((this->geometry.width - this->m_actionButton->geometry.width) * 0.5), this->geometry.height - 30);
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this->m_actionButton->SetId(0x16B);
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this->m_actionButton->invalidateParent = 1;
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this->AddChild(this->m_actionButton);
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}
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// OFFSET: 0x007F3CD0
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// FUNCTION: fn_09883
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void UIPreviewEquipWnd::Paint() {
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this->SetSolid(g_renderer->primitives, this->geometry.width, this->geometry.height, 0);
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this->DrawNamed(g_renderer->primitives, 0, 0, "유저인터페이스\\equip_preview\\bg_mounting2.bmp", 0xffffffff, 0, 0);
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void (UIPreviewEquipWnd::*draw)() = &UIPreviewEquipWnd::DrawCharacter;
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(this->*draw)();
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}
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// OFFSET: 0x007F3DC0
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// FUNCTION: fn_09885
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void UIPreviewEquipWnd::SyncFromPlayer() {
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this->m_render->drawShadow = 0;
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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CPlayer* player = mode->scene->player;
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if (player == nullptr) {
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return;
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}
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this->m_render->job = player->GetEffectiveJob(-1);
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this->m_render->headJob = player->appearanceJob;
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this->m_render->appearance[0] = player->sex;
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this->m_render->appearance[1] = player->head;
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this->m_render->appearance[2] = static_cast<int>(player->render.bodyPalette);
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this->m_render->appearance[3] = player->headPalette;
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this->m_render->lowerHeadgear = player->accessory;
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this->m_render->upperHeadgear = player->accessory2;
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this->m_render->middleHeadgear = player->accessory3;
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this->m_render->SetRobe(player->robe);
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this->m_render->madogearType = player->GetMadogearType();
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this->m_render->riding = player->isRiding;
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this->m_render->bodyCostume = player->GetBodyCostume();
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*reinterpret_cast<float*>(&this->m_render->viewportOffsetX) = -5.0f;
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this->m_render->viewportOffsetY = 136.0f;
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this->RefreshHeadgearLocations();
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this->Invalidate();
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}
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// OFFSET: 0x007F3EF0
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// FUNCTION: fn_09886
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int UIPreviewEquipWnd::SendMsg(UIWindow* sender, int message, std::intptr_t a, std::intptr_t b, std::intptr_t c, std::intptr_t d) {
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if (message == UM_COMMAND) {
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switch (a) {
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case ID_CLOSE:
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g_windowMgr.CloseWindow(WID_PREVIEWEQUIPWND);
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break;
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case ID_RESET:
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this->SyncFromPlayer();
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break;
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case 0x180:
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this->m_render->actionIndex = this->m_render->actionIndex + 1;
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if (this->m_render->actionIndex > 7) {
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this->m_render->actionIndex = 0;
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}
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this->Invalidate();
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break;
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case 0x181:
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this->m_render->actionIndex = this->m_render->actionIndex - 1;
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if (this->m_render->actionIndex < 0) {
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this->m_render->actionIndex = 7;
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}
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this->Invalidate();
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break;
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}
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} else if (message == UM_REFRESHITEM) {
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if (a != 0) {
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const ITEM_INFO* item = reinterpret_cast<const ITEM_INFO*>(a);
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switch (item->identity[2]) {
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case EQP_HEAD_TOP:
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case EQP_COSTUME_HEAD_TOP:
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this->m_render->upperHeadgear = item->sprite;
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this->m_render->upperHeadgearLocation = 0x100;
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if ((this->m_render->lowerHeadgearLocation & 0x100) != 0) {
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this->m_render->lowerHeadgearLocation = 0;
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this->m_render->lowerHeadgear = 0;
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}
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if ((this->m_render->middleHeadgearLocation & 0x100) != 0) {
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this->m_render->middleHeadgearLocation = 0;
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this->m_render->middleHeadgear = 0;
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}
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break;
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case EQP_HEAD_MID:
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case EQP_COSTUME_HEAD_MID:
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this->m_render->middleHeadgear = item->sprite;
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this->m_render->middleHeadgearLocation = 0x200;
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if ((this->m_render->lowerHeadgearLocation & 0x200) != 0) {
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this->m_render->lowerHeadgearLocation = 0;
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this->m_render->lowerHeadgear = 0;
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}
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if ((this->m_render->upperHeadgearLocation & 0x200) != 0) {
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this->m_render->upperHeadgearLocation = 0;
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this->m_render->upperHeadgear = 0;
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}
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break;
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case 0x300:
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case 0xC00:
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this->m_render->upperHeadgear = item->sprite;
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this->m_render->middleHeadgear = 0;
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this->m_render->upperHeadgearLocation = 0x300;
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this->m_render->middleHeadgearLocation = 0x300;
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if (this->m_render->lowerHeadgearLocation != EQP_HEAD_LOW) {
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this->m_render->lowerHeadgearLocation = 0;
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this->m_render->lowerHeadgear = 0;
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}
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break;
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case 0x301:
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case 0x1C00:
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this->m_render->lowerHeadgear = item->sprite;
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this->m_render->upperHeadgear = 0;
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this->m_render->middleHeadgear = 0;
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this->m_render->lowerHeadgearLocation = 0x301;
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this->m_render->upperHeadgearLocation = 0x301;
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this->m_render->middleHeadgearLocation = 0x301;
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break;
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case 0x201:
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case 0x1800:
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this->m_render->middleHeadgear = item->sprite;
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this->m_render->lowerHeadgear = 0;
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this->m_render->middleHeadgearLocation = 0x201;
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this->m_render->lowerHeadgearLocation = 0x201;
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if (this->m_render->upperHeadgearLocation != EQP_HEAD_TOP) {
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this->m_render->upperHeadgearLocation = 0;
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this->m_render->upperHeadgear = 0;
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}
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break;
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case 0x101:
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case 0x1400:
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this->m_render->upperHeadgear = item->sprite;
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this->m_render->lowerHeadgear = 0;
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this->m_render->upperHeadgearLocation = 0x101;
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this->m_render->lowerHeadgearLocation = 0x101;
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if (this->m_render->middleHeadgearLocation != EQP_HEAD_MID) {
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this->m_render->middleHeadgearLocation = 0;
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this->m_render->middleHeadgear = 0;
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}
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break;
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case EQP_HEAD_LOW:
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case EQP_COSTUME_HEAD_LOW:
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this->m_render->lowerHeadgear = item->sprite;
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this->m_render->lowerHeadgearLocation = 1;
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if ((this->m_render->upperHeadgearLocation & 1) != 0) {
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this->m_render->upperHeadgearLocation = 0;
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this->m_render->upperHeadgear = 0;
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}
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if ((this->m_render->middleHeadgearLocation & 1) != 0) {
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this->m_render->middleHeadgearLocation = 0;
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this->m_render->middleHeadgear = 0;
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}
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break;
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case EQP_GARMENT:
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case EQP_COSTUME_GARMENT:
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this->m_render->SetRobe(item->sprite);
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break;
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}
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}
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} else if (message == UM_SETINFO) {
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this->saved = reinterpret_cast<PreviewEquipWndInfo*>(a);
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if (!this->saved->IsValid()) {
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this->saved->Reset();
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}
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this->Move(this->saved->x, this->saved->y);
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}
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return UIFrameWnd::SendMsg(sender, message, a, b, c, d);
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}
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// OFFSET: 0x007F43E0
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// FUNCTION: fn_09887
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void UIPreviewEquipWnd::RefreshHeadgearLocations() {
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if (this->m_render->lowerHeadgear) {
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ITEM_INFO equipped = g_session.GetEquippedItemAt(0);
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if (this->m_render->lowerHeadgear == equipped.sprite) {
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this->m_render->lowerHeadgearLocation = 1;
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if (equipped.identity[2] == 0x301) {
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this->m_render->lowerHeadgearLocation = 0x301;
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this->m_render->upperHeadgearLocation = 0x301;
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this->m_render->middleHeadgearLocation = 0x301;
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}
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}
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ITEM_INFO costume = g_session.GetCostumeItemAt(0);
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if (this->m_render->lowerHeadgear == costume.sprite) {
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this->m_render->lowerHeadgearLocation = 1;
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if (costume.identity[2] == 0x1C00) {
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this->m_render->lowerHeadgearLocation = 0x301;
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this->m_render->upperHeadgearLocation = 0x301;
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this->m_render->middleHeadgearLocation = 0x301;
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}
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}
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}
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if (this->m_render->upperHeadgear) {
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ITEM_INFO equipped = g_session.GetEquippedItemAt(8);
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if (this->m_render->upperHeadgear == equipped.sprite) {
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if (equipped.identity[2] == 0x100) {
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this->m_render->upperHeadgearLocation = 0x100;
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}
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if (equipped.identity[2] == 0x101) {
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this->m_render->upperHeadgearLocation = 0x101;
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this->m_render->lowerHeadgearLocation = 0x101;
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}
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if (equipped.identity[2] == 0x300) {
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this->m_render->upperHeadgearLocation = 0x300;
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this->m_render->middleHeadgearLocation = 0x300;
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}
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if (equipped.identity[2] == 0x301) {
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this->m_render->lowerHeadgearLocation = 0x301;
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this->m_render->upperHeadgearLocation = 0x301;
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this->m_render->middleHeadgearLocation = 0x301;
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}
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}
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ITEM_INFO costume = g_session.GetCostumeItemAt(8);
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if (this->m_render->upperHeadgear == costume.sprite) {
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if (costume.identity[2] == 0x400) {
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this->m_render->upperHeadgearLocation = 0x100;
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}
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if (costume.identity[2] == 0x1400) {
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this->m_render->upperHeadgearLocation = 0x101;
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this->m_render->lowerHeadgearLocation = 0x101;
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}
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if (costume.identity[2] == 0xC00) {
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this->m_render->upperHeadgearLocation = 0x300;
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this->m_render->middleHeadgearLocation = 0x300;
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}
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if (costume.identity[2] == 0x1C00) {
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this->m_render->lowerHeadgearLocation = 0x301;
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this->m_render->upperHeadgearLocation = 0x301;
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this->m_render->middleHeadgearLocation = 0x301;
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}
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}
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}
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if (this->m_render->middleHeadgear) {
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ITEM_INFO equipped = g_session.GetEquippedItemAt(9);
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if (this->m_render->middleHeadgear == equipped.sprite) {
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if (equipped.identity[2] == 0x200) {
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this->m_render->middleHeadgearLocation = 0x200;
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}
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if (equipped.identity[2] == 0x201) {
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this->m_render->middleHeadgearLocation = 0x201;
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this->m_render->lowerHeadgearLocation = 0x201;
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}
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}
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ITEM_INFO costume = g_session.GetCostumeItemAt(9);
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if (this->m_render->middleHeadgear == costume.sprite) {
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if (costume.identity[2] == 0x800) {
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this->m_render->middleHeadgearLocation = 0x200;
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}
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if (costume.identity[2] == 0x1800) {
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this->m_render->middleHeadgearLocation = 0x201;
|
|
this->m_render->lowerHeadgearLocation = 0x201;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007F4830
|
|
// FUNCTION: fn_09888
|
|
void UIPreviewEquipWnd::StoreInfo() {
|
|
if (this->saved) {
|
|
this->saved->x = this->geometry.x;
|
|
this->saved->y = this->geometry.y;
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x007F3DB0
|
|
// FUNCTION: fn_09884
|
|
void UIPreviewEquipWnd::OnProcess() {
|
|
this->Invalidate();
|
|
}
|