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Custom heads #3
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Custom heads #3
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Something to do with cheeks
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If I have a face/cheek rig that works fully, I can dive into test this now. I've decompiled ONI and re-built the Dupery dll from this branch, but without using the rig you're using, it's a lot harder for me to figure out how the cheeks are being troublesome. I've accepted your add on Steam, let's talk about this when you can. Right now I'm awake and available afternoon, through the night, to next morning Eastern Time
Accessorizer component3 = __instance.gameObject.GetComponent<Accessorizer>(); | ||
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Accessory headAccessory = component3.GetAccessory(Db.Get().AccessorySlots.HeadShape); | ||
string cheekHash = HashCache.Get().Get(headAccessory.symbol.hash).Replace("headshape", "cheek"); |
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I'm not yet able to inspect this, I'll DM you about it, but is this line correct? Does the hash string itself contain the substring "headshape"?
else if (id.StartsWith("eyes_")) | ||
{ | ||
slot = Db.Get().AccessorySlots.Eyes; | ||
} |
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There's starting to be a lot of else if
here, perhaps putting prefixes and the corresponding slot in a List<KeyValuePair>
could make the code more readable as the number of accessories the mod can override continues to increase?
The cheeks are trouble.