Refactor clothing visuals
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@@ -81,37 +81,6 @@ float UClothingManager::GetHeelHeight()
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return Footwear->GetClothingItemDefinition()->ShoesOffset;
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}
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USkeletalMeshComponent* UClothingManager::GetMeshComponent(const EClothingSlotType SlotType) const
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{
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const ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(GetOwner());
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if (!Player)
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{
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return nullptr;
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}
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switch (SlotType)
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{
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case EClothingSlotType::Nipples: return Player->NipplesMeshComponent;
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case EClothingSlotType::Anal: return Player->AnalMeshComponent;
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case EClothingSlotType::Vagina: return Player->VaginaMeshComponent;
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case EClothingSlotType::Head: return Player->HeadMeshComponent;
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case EClothingSlotType::Neck: return Player->NeckMeshComponent;
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case EClothingSlotType::Face: return Player->FaceMeshComponent;
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case EClothingSlotType::Eyes: return Player->EyesMeshComponent;
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case EClothingSlotType::Bodysuit: return Player->BodySuitMeshComponent;
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case EClothingSlotType::Top: return Player->TopMeshComponent;
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case EClothingSlotType::Bottom: return Player->BottomMeshComponent;
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case EClothingSlotType::UnderwearTop: return Player->UnderwearTopMeshComponent;
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case EClothingSlotType::UnderwearBottom:return Player->UnderwearBottomMeshComponent;
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case EClothingSlotType::Socks: return Player->SocksMeshComponent;
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case EClothingSlotType::Footwear: return Player->FootwearMeshComponent;
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case EClothingSlotType::Outerwear: return Player->OuterwearMeshComponent;
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case EClothingSlotType::WristRestraint: return Player->WristRestraintMeshComponent;
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case EClothingSlotType::AnkleRestraint: return Player->AnkleRestraintMeshComponent;
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case EClothingSlotType::NeckRestraint: return Player->NeckRestraintMeshComponent;
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default: return nullptr;
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}
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}
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void UClothingManager::SpawnClothingPickup(UClothingItemInstance* ItemInstance)
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{
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if (!ItemPickupActor)
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@@ -139,22 +108,8 @@ void UClothingManager::PutOnClothing(UClothingItemInstance* ClothingItemInstance
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return;
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const EClothingSlotType ClothingSlotType = ClothingItemInstance->GetClothingItemDefinition()->SlotType;
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USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
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MeshComponent->SetSkeletalMesh(ClothingItemInstance->GetClothingItemDefinition()->SkeletalMesh);
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if (!ClothingItemInstance->GetClothingItemDefinition()->Materials.IsEmpty())
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{
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for (const TPair<FName, UMaterialInstance*>& Material : ClothingItemInstance->GetClothingItemDefinition()->Materials)
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{
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MeshComponent->SetMaterialByName(Material.Key, Material.Value);
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}
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}
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SetClothingSlotItem(ClothingSlotType, ClothingItemInstance);
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if (ClothingItemInstance->GetClothingItemDefinition()->UseLeaderPose)
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{
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MeshComponent->SetLeaderPoseComponent(Cast<ACharacter>(GetOwner())->GetMesh());
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}
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const UClothingItemDefinition* ClothingItem = ClothingItemInstance->GetClothingItemDefinition();
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if (ClothingItem->SlotType == EClothingSlotType::Bodysuit)
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@@ -200,14 +155,6 @@ UClothingItemInstance* UClothingManager::RemoveClothing(const EClothingSlotType
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SetClothingSlotItem(ClothingSlotType, nullptr);
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USkeletalMeshComponent* MeshComponent = GetMeshComponent(ClothingSlotType);
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MeshComponent->SetSkeletalMesh(nullptr);
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if (ExistingItem->GetClothingItemDefinition()->UseLeaderPose)
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{
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MeshComponent->SetLeaderPoseComponent(nullptr);
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}
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OnClothingUnequip.Broadcast(ExistingItem);
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USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem<USaveSubsystem>();
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