forked from Eauldane/SnowcloakClient
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11
Glamourer.Api/Enums/ApiBonusSlot.cs
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11
Glamourer.Api/Enums/ApiBonusSlot.cs
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namespace Glamourer.Api.Enums;
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/// <summary> Bonus item slots restricted to API-relevant slots. </summary>
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public enum ApiBonusSlot : byte
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{
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/// <summary> No slot. </summary>
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Unknown = 0,
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/// <summary> The Glasses slot. </summary>
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Glasses = 1,
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}
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45
Glamourer.Api/Enums/ApiEquipSlot.cs
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45
Glamourer.Api/Enums/ApiEquipSlot.cs
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namespace Glamourer.Api.Enums;
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/// <summary> Equip slots restricted to API-relevant slots, but compatible with GameData.EquipSlots. </summary>
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public enum ApiEquipSlot : byte
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{
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/// <summary> No slot. </summary>
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Unknown = 0,
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/// <summary> Mainhand, also used for both-handed weapons. </summary>
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MainHand = 1,
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/// <summary> Offhand, used for shields or if you want to apply the offhand component of certain weapons. </summary>
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OffHand = 2,
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/// <summary> Head. </summary>
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Head = 3,
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/// <summary> Body. </summary>
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Body = 4,
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/// <summary> Hands. </summary>
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Hands = 5,
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/// <summary> Legs. </summary>
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Legs = 7,
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/// <summary> Feet. </summary>
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Feet = 8,
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/// <summary> Ears. </summary>
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Ears = 9,
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/// <summary> Neck. </summary>
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Neck = 10,
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/// <summary> Wrists. </summary>
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Wrists = 11,
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/// <summary> Right Finger. </summary>
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RFinger = 12,
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/// <summary> Left Finger. </summary>
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/// <remarks> Not officially existing, means "weapon could be equipped in either hand" for the game. </remarks>
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LFinger = 14,
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}
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31
Glamourer.Api/Enums/ApplyFlag.cs
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31
Glamourer.Api/Enums/ApplyFlag.cs
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namespace Glamourer.Api.Enums;
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/// <summary> Application flags that can be used in different situations. </summary>
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[Flags]
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public enum ApplyFlag : ulong
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{
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/// <summary> Apply the selected manipulation only once, without forcing the state into automation. </summary>
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Once = 0x01,
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/// <summary> Apply the selected manipulation on the equipment (might be more or less supported). </summary>
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Equipment = 0x02,
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/// <summary> Apply the selected manipulation on the customizations (might be more or less supported). </summary>
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Customization = 0x04,
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/// <summary> Lock the state with the given key after applying the selected manipulation </summary>
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Lock = 0x08,
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}
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/// <summary> Extensions for apply flags. </summary>
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public static class ApplyFlagEx
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{
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/// <summary> The default application flags for design-based manipulations. </summary>
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public const ApplyFlag DesignDefault = ApplyFlag.Once | ApplyFlag.Equipment | ApplyFlag.Customization;
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/// <summary> The default application flags for state-based manipulations. </summary>
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public const ApplyFlag StateDefault = ApplyFlag.Equipment | ApplyFlag.Customization | ApplyFlag.Lock;
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/// <summary> The default application flags for reverse manipulations. </summary>
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public const ApplyFlag RevertDefault = ApplyFlag.Equipment | ApplyFlag.Customization;
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}
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29
Glamourer.Api/Enums/GlamourerApiEc.cs
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29
Glamourer.Api/Enums/GlamourerApiEc.cs
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namespace Glamourer.Api.Enums;
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/// <summary> Return codes for API functions. </summary>
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public enum GlamourerApiEc
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{
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/// <summary> The function succeeded. </summary>
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Success = 0,
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/// <summary> The function did not encounter a problem, but also did not do anything. </summary>
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NothingDone = 1,
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/// <summary> The requested actor was not found. </summary>
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ActorNotFound = 2,
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/// <summary> The requested actor was not human, but should have been. </summary>
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ActorNotHuman,
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/// <summary> The requested design was not found. </summary>
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DesignNotFound,
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/// <summary> The requested item was not found or could not be applied to the requested slot. </summary>
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ItemInvalid,
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/// <summary> The state of an actor could not be manipulated because it was locked and the provided key could not unlock it. </summary>
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InvalidKey,
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/// <summary> The provided object could not be converted into a valid Glamourer state to apply. </summary>
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InvalidState,
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}
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11
Glamourer.Api/Enums/SetMetaFlag.cs
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11
Glamourer.Api/Enums/SetMetaFlag.cs
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namespace Glamourer.Api.Enums;
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/// <summary> Application flags for setting the meta state of an actor. </summary>
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[Flags]
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public enum MetaFlag : ulong
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{
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Wetness = 0x01,
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HatState = 0x02,
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VisorState = 0x04,
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WeaponState = 0x08,
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}
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47
Glamourer.Api/Enums/StateChangeType.cs
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47
Glamourer.Api/Enums/StateChangeType.cs
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namespace Glamourer.Api.Enums;
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/// <summary> What type of information changed in a state. </summary>
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public enum StateChangeType
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{
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/// <summary> A characters saved state had the model id changed. This means everything may have changed. </summary>
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Model = 0,
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/// <summary> A characters saved state had multiple customization values changed. </summary>
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EntireCustomize = 1,
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/// <summary> A characters saved state had a customization value changed. </summary>
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Customize = 2,
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/// <summary> A characters saved state had an equipment piece changed. </summary>
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Equip = 3,
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/// <summary> A characters saved state had its weapons changed. </summary>
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Weapon = 4,
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/// <summary> A characters saved state had a stain changed. </summary>
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Stains = 5,
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/// <summary> A characters saved state had a crest visibility changed. </summary>
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Crest = 6,
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/// <summary> A characters saved state had its customize parameter changed. </summary>
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Parameter = 7,
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/// <summary> A characters saved state had a material color table value changed. </summary>
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MaterialValue = 8,
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/// <summary> A characters saved state had a design applied. This means everything may have changed. </summary>
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Design = 9,
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/// <summary> A characters saved state had its state reset to its game values. </summary>
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Reset = 10,
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/// <summary> A characters saved state had a meta toggle changed. </summary>
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Other = 11,
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/// <summary> A characters state was reapplied. Data is null. </summary>
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Reapply = 12,
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/// <summary> A characters saved state had a bonus item changed. </summary>
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BonusItem = 13,
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}
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36
Glamourer.Api/Enums/StateFinalizationType.cs
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36
Glamourer.Api/Enums/StateFinalizationType.cs
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namespace Glamourer.Api.Enums;
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/// <summary> What type of Glamourer process was performed on the actors state to update it. </summary>
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public enum StateFinalizationType
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{
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/// <summary> A characters saved state had the model id altered. </summary>
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ModelChange = 0,
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/// <summary> A singular Design was applied to an actors state. </summary>
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DesignApplied = 1,
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/// <summary> A characters saved state had been reset to game values. </summary>
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Revert = 2,
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/// <summary> A characters saved state had only its customization data reset to game state. </summary>
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RevertCustomize = 3,
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/// <summary> A characters saved state had only its equipment data reset to game state. </summary>
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RevertEquipment = 4,
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/// <summary> A characters saved state had its advanced values reverted to game state. </summary>
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RevertAdvanced = 5,
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/// <summary> A characters saved state was reverted to automation state on top of their game state </summary>
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RevertAutomation = 6,
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/// <summary> A characters saved state had a generic reapply as a single operation. </summary>
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Reapply = 7,
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/// <summary> A characters saved state had their automation state reapplied over their existing state. </summary>
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ReapplyAutomation = 8,
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/// <summary> A characters save state finished applying all updated slots for game state on gearset change or initial load. </summary>
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Gearset = 9,
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}
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