private static void Postfix(Player __instance, bool __result, ItemDrop.ItemData item) { if (!Configuration.Current.Player.IsEnabled || !Configuration.Current.Player.queueWeaponChanges) { return; } if (!__result || !item.IsEquipable()) { // Item is not equipable (second case should never happen as the original always returns false if not equipable) return; } if (__instance.InAttack()) { // Store the item(s) to equip when the attack is finished if (EquipPatchState.items == null) { EquipPatchState.items = new List <ItemDrop.ItemData>(); } if (!EquipPatchState.items.Contains(item)) { EquipPatchState.items.Add(item); } EquipPatchState.shouldEquipItemsAfterAttack = true; } }
public static bool ShouldBeDeleted(ItemDrop.ItemData item) { return((Settings.Grave.DeleteHotbar.Value && item.m_gridPos.y == 0) || (Settings.Grave.DeleteEquipped.Value && item.m_equiped) || (Settings.Grave.DeleteEquipment.Value && item.IsEquipable()) // These 12 categories below is what the game considers Equip-able || (Settings.Grave.DeleteOneHandedWeapons.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.OneHandedWeapon) || (Settings.Grave.DeleteTwoHandedWeapons.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.TwoHandedWeapon) || (Settings.Grave.DeleteShields.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Shield) || (Settings.Grave.DeleteBows.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Bow) || (Settings.Grave.DeleteHelmets.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Helmet) || (Settings.Grave.DeleteChests.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Chest) || (Settings.Grave.DeleteLegs.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Legs) || (Settings.Grave.DeleteHands.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Hands) || (Settings.Grave.DeleteShoulders.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Shoulder) || (Settings.Grave.DeleteUtility.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Utility) || (Settings.Grave.DeleteTorchs.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Torch) || (Settings.Grave.DeleteAmmo.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Ammo) || (Settings.Grave.DeleteMaterials.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Material) || (Settings.Grave.DeleteConsumables.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Consumable) || (Settings.Grave.DeleteTrophies.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Trophie) || (Settings.Grave.DeleteMisc.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Misc) || (Settings.Grave.DeleteTools.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Tool)); }
public static bool ShouldKeepItem(ItemDrop.ItemData item) { return((Settings.KeepInventory.KeepHotbar.Value && item.m_gridPos.y == 0) || (Settings.KeepInventory.KeepEquipped.Value && item.m_equiped) || (Settings.KeepInventory.KeepEquipment.Value && item.IsEquipable()) // These 12 categories below is what the game considers Equip-able || (Settings.KeepInventory.KeepOneHandedWeapons.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.OneHandedWeapon) || (Settings.KeepInventory.KeepTwoHandedWeapons.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.TwoHandedWeapon) || (Settings.KeepInventory.KeepShields.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Shield) || (Settings.KeepInventory.KeepBows.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Bow) || (Settings.KeepInventory.KeepHelmets.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Helmet) || (Settings.KeepInventory.KeepChests.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Chest) || (Settings.KeepInventory.KeepLegs.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Legs) || (Settings.KeepInventory.KeepHands.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Hands) || (Settings.KeepInventory.KeepShoulders.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Shoulder) || (Settings.KeepInventory.KeepUtility.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Utility) || (Settings.KeepInventory.KeepTorchs.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Torch) || (Settings.KeepInventory.KeepAmmo.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Ammo) || (Settings.KeepInventory.KeepMaterials.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Material) || (Settings.KeepInventory.KeepConsumables.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Consumable) || (Settings.KeepInventory.KeepTrophies.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Trophie) || (Settings.KeepInventory.KeepMisc.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Misc) || (Settings.KeepInventory.KeepTools.Value && item.m_shared.m_itemType == ItemDrop.ItemData.ItemType.Tool) || item.m_shared.m_questItem); }
public static bool Prefix(ItemDrop.ItemData item, UITooltip tooltip) { string tooltipText; if (item.IsEquipable() && !item.m_equiped && Player.m_localPlayer != null && Player.m_localPlayer.HasEquipmentOfType(item.m_shared.m_itemType) && Input.GetKey(KeyCode.LeftControl)) { var otherItem = Player.m_localPlayer.GetEquipmentOfType(item.m_shared.m_itemType); tooltipText = item.GetTooltip() + $"\n\n<color=#AAA><i>Currently Equipped:</i></color>\n<size=18>{otherItem.GetDecoratedName()}</size>\n" + otherItem.GetTooltip(); } else { tooltipText = item.GetTooltip(); } tooltip.Set(item.GetDecoratedName(), tooltipText); return(false); }