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Add functions for writing and reading avatar clothing files
This also introduces a filename member in plClothingOutfit so it can determine whether to read the clothing information from the file or the vault.
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@ -215,25 +215,49 @@ public:
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void IInstanceSharedMeshes(plClothingItem *item);
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void IRemoveSharedMeshes(plClothingItem *item);
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void ReadFromVault();
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/** This will load the avatar clothing. If a clothing file is set,
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* we will load from the file, otherwise from the vault.
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*/
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bool ReadClothing();
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void WriteToVault();
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void WriteToVault(const ARRAY(plStateDataRecord*) & SDRs);
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/** Write the avatar clothing to a file */
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bool WriteToFile(const plFileName &filename);
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void SetupMorphSDL();
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// XXX Don't use this. Temp function for a temp HACK console command.
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void DirtyTileset(int tileset);
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/** Instruct this plClothingOutfit to read clothing from the given file */
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void SetClothingFile(const plFileName &file) { fClothingFile = file; }
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/** Returns the clothing file of this outfit. If there is none, an empty string
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* will be returned.
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*/
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plFileName GetClothingFile() const { return fClothingFile; }
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protected:
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hsBitVector fDirtyItems;
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bool fVaultSaveEnabled;
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bool fMorphsInitDone;
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plFileName fClothingFile;
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void IAddItem(plClothingItem *item);
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void IRemoveItem(plClothingItem *item);
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bool ITintItem(plClothingItem *item, hsColorRGBA color, uint8_t layer);
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bool IMorphItem(plClothingItem *item, uint8_t layer, uint8_t delta, float weight);
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void IHandleMorphSDR(plStateDataRecord *sdr);
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bool IReadFromVault();
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/** Read the avatar clothing from a file.
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* A local avatar will change the clothing group to the one in the file.
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* A local avatar will be invisible if the file does not exist. (used in the Startup age)
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*/
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bool IReadFromFile(const plFileName &filename);
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void IUpdate();
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