Use different shaders for spell and skill tomes

This commit is contained in:
Eddoursul 2024-07-06 04:03:01 +02:00
parent b45d935425
commit 14ea69a354
2 changed files with 14 additions and 5 deletions

View File

@ -21,9 +21,9 @@ void EventListener::Install()
RE::UI::GetSingleton()->AddEventSink<RE::MenuOpenCloseEvent>(EventListener::GetSingleton()); RE::UI::GetSingleton()->AddEventSink<RE::MenuOpenCloseEvent>(EventListener::GetSingleton());
std::map<std::string, std::any> settings{ std::map<std::string, std::any> settings{
{ "sRegularBookShader", "Skyrim.esm@C5EF7" }, { "sRegularBookShader", "Skyrim.esm@D2057" },
{ "sSpellBookShader", "Skyrim.esm@C5EF7" }, { "sSpellBookShader", "Skyrim.esm@C5EF7" },
{ "sSkillBookShader", "Skyrim.esm@C5EF7" }, { "sSkillBookShader", "Skyrim.esm@C34B1" },
}; };
LoadINI(&settings, std::format("Data/SKSE/Plugins/{}.ini", SKSE::PluginDeclaration::GetSingleton()->GetName()).c_str()); LoadINI(&settings, std::format("Data/SKSE/Plugins/{}.ini", SKSE::PluginDeclaration::GetSingleton()->GetName()).c_str());
@ -56,9 +56,18 @@ auto EventListener::ProcessEvent(
if (const auto bookObj = baseObj->As<RE::TESObjectBOOK>()) { if (const auto bookObj = baseObj->As<RE::TESObjectBOOK>()) {
if (!bookObj->IsRead()) { if (!bookObj->IsRead()) {
RE::TESObjectREFR* ref = a_event->reference.get(); RE::TESObjectREFR* ref = a_event->reference.get();
SKSE::GetTaskInterface()->AddTask([ref]() {
auto shader = EventListener::regularBookShader;
if (bookObj->TeachesSpell()) {
shader = EventListener::spellBookShader;
} else if (bookObj->TeachesSkill()) {
shader = EventListener::skillBookShader;
}
SKSE::GetTaskInterface()->AddTask([ref, shader]() {
if (ref) { if (ref) {
ref->ApplyEffectShader(EventListener::regularBookShader); ref->ApplyEffectShader(shader);
} }
}); });
} }

View File

@ -6,7 +6,7 @@ inline void ClearOldShaders()
{ {
if (const auto processLists = RE::ProcessLists::GetSingleton()) { if (const auto processLists = RE::ProcessLists::GetSingleton()) {
processLists->ForEachShaderEffect([&](RE::ShaderReferenceEffect* a_shaderEffect) -> RE::BSContainer::ForEachResult { processLists->ForEachShaderEffect([&](RE::ShaderReferenceEffect* a_shaderEffect) -> RE::BSContainer::ForEachResult {
if (a_shaderEffect && a_shaderEffect->effectData == EventListener::regularBookShader && a_shaderEffect->target) { if (a_shaderEffect && (a_shaderEffect->effectData == EventListener::regularBookShader || a_shaderEffect->effectData == EventListener::spellBookShader || a_shaderEffect->effectData == EventListener::skillBookShader) && a_shaderEffect->target) {
if (const auto targetRef = a_shaderEffect->target.get()) { if (const auto targetRef = a_shaderEffect->target.get()) {
if (const auto baseObj = targetRef->GetBaseObject(); baseObj->IsBook()) { if (const auto baseObj = targetRef->GetBaseObject(); baseObj->IsBook()) {
if (baseObj->As<RE::TESObjectBOOK>()->IsRead()) { if (baseObj->As<RE::TESObjectBOOK>()->IsRead()) {