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Hide hairs when replace the Head bodypart by item's one in the editor
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parent
e748abde7d
commit
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1 changed files with 8 additions and 4 deletions
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@ -530,6 +530,10 @@ namespace CSMWorld
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RaceDataPtr raceData = getRaceData(npc.mRace);
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RaceDataPtr raceData = getRaceData(npc.mRace);
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data->reset_data(id, "", false, !npc.isMale(), raceData);
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data->reset_data(id, "", false, !npc.isMale(), raceData);
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// Add head and hair
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data->setPart(ESM::PRT_Head, npc.mHead, 0);
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data->setPart(ESM::PRT_Hair, npc.mHair, 0);
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// Add inventory items
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// Add inventory items
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for (auto& item : npc.mInventory.mList)
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for (auto& item : npc.mInventory.mList)
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{
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{
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@ -537,10 +541,6 @@ namespace CSMWorld
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std::string itemId = item.mItem.toString();
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std::string itemId = item.mItem.toString();
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addNpcItem(itemId, data);
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addNpcItem(itemId, data);
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}
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}
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// Add head and hair
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data->setPart(ESM::PRT_Head, npc.mHead, 0);
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data->setPart(ESM::PRT_Hair, npc.mHair, 0);
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}
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}
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void ActorAdapter::addNpcItem(const std::string& itemId, ActorDataPtr data)
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void ActorAdapter::addNpcItem(const std::string& itemId, ActorDataPtr data)
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@ -574,6 +574,10 @@ namespace CSMWorld
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partId = part.mMale;
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partId = part.mMale;
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data->setPart(partType, partId, priority);
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data->setPart(partType, partId, priority);
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// An another vanilla quirk: hide hairs if an item replaces Head part
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if (partType == ESM::PRT_Head)
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data->setPart(ESM::PRT_Hair, "", priority);
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}
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}
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};
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};
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