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https://github.com/Relintai/entity_spell_system.git
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Now the character's equipment visuals will be applied after setting it's skeleton. Also fix an argument.
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@ -212,13 +212,22 @@ NodePath Entity::get_character_skeleton_path() {
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void Entity::set_character_skeleton_path(NodePath value) {
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_character_skeleton_path = value;
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_character_skeleton = get_node_or_null(_character_skeleton_path);
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set_character_skeleton(get_node_or_null(_character_skeleton_path));
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}
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Node *Entity::get_character_skeleton() {
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return _character_skeleton;
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}
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void Entity::set_character_skeleton(Node *skeleton) {
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_character_skeleton = skeleton;
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if (INSTANCE_VALIDATE(_character_skeleton) && _character_skeleton->has_method("add_model_visual")) {
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for (int i = 0; i < _c_equipment.size(); ++i) {
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Ref<ItemInstance> ii = _c_equipment[i];
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if (ii.is_valid())
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_character_skeleton->call("add_model_visual", ii->get_item_template()->get_model_visual());
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}
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}
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}
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//GUID
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@ -2281,7 +2290,7 @@ void Entity::_equips(int equip_slot, int bag_slot) {
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equip_applys_item(bag_item);
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equip_sets_slot(equip_slot, bag_item);
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_s_bag->add_item_at(equip_slot, equipped_item, false);
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_s_bag->add_item_at(bag_slot, equipped_item, false);
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ORPC(equip_csuccess, equip_slot, bag_slot);
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}
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