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enable lefthand & righthand armory in _DEBUG builds
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DubbleClick committed Apr 6, 2024
1 parent 8c6321d commit e39bc01
Showing 1 changed file with 6 additions and 2 deletions.
8 changes: 6 additions & 2 deletions GWToolboxdll/Windows/ArmoryWindow.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,11 @@ namespace GWArmory {
// @Enhancement: atm weapons aren't being redrawn after being set - the hand will change, but the model of the weapon remains.

// Set this to true to play around
#ifdef _DEBUG
return true;
#else
return false;
#endif
case ItemSlot::Unknown:
return false;
}
Expand Down Expand Up @@ -895,10 +899,10 @@ void ArmoryWindow::Draw(IDirect3DDevice9*)
pending_reset_equipment = true;
}

if (ImGui::MyCombo("##filter", "All", (int*)&current_campaign, armor_filter_array_getter, nullptr, 6)) {
if (ImGui::MyCombo("##filter", "All", reinterpret_cast<int*>(&current_campaign), armor_filter_array_getter, nullptr, 6)) {
UpdateArmorsFilter();
}
const auto order = {Headpiece, Chestpiece, Leggings, Boots, CostumeHead, CostumeBody};
const auto order = {Headpiece, Chestpiece, Gloves, Leggings, Boots, CostumeHead, CostumeBody, LeftHand, RightHand};
for (const auto slot : order) {
if (!IsEquipmentSlotSupportedByArmory(slot))
continue;
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