independent slots for clothes, converted to .mesh workflow
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@@ -2216,8 +2216,17 @@ bool editNPCs(nlohmann::json &npcs)
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("Spawn##" + Ogre::StringConverter::toString(id))
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.c_str())) {
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int sex = npc["sex"].get<int>();
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const char *models[] = { "normal-male.glb",
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"normal-female.glb" };
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struct desc {
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const char *face, *hair, *top, *bottom, *feet;
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};
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struct desc models[] = {
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{ "male_Face.mesh", "male_Hair001.mesh",
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"male_BodyTop.mesh", "male_BodyBottom.mesh",
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"male_BodyFeet.mesh" },
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{ "normal-female.glb", "normal-female.glb",
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"normal-female.glb", "normal-female.glb",
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"normal-female.glb" }
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};
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Ogre::Vector3 npcPosition;
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Ogre::Quaternion npcOrientation;
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from_json(npc["position"], npcPosition);
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@@ -2225,8 +2234,11 @@ bool editNPCs(nlohmann::json &npcs)
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// FIXME: create TownCharacterManager and register NPCs through there
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ECS::get_mut<CharacterManagerModule>()
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.createCharacterData(models[sex], npcPosition,
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npcOrientation);
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.createCharacterData(
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models[sex].face, models[sex].hair,
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models[sex].top, models[sex].bottom,
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models[sex].feet, npcPosition,
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npcOrientation);
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}
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if (ImGui::SmallButton(
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("Delete##" + Ogre::StringConverter::toString(id))
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