Release v1.0.8.9: Gearset persists on slot

- Do not treat slot as empty when CommandType is GearSet (CommandId 0 valid)
- Use CommandType/CommandId for GearSet display; resolve icon when IconId 0
- Bump version, changelog, pluginmaster

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-02-08 15:29:37 -05:00
parent 280004bdb0
commit 5ffbdd0b51
5 changed files with 28 additions and 12 deletions
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@@ -9,9 +9,9 @@
<PropertyGroup> <PropertyGroup>
<AssemblyName>HSUI</AssemblyName> <AssemblyName>HSUI</AssemblyName>
<AssemblyVersion>1.0.8.8</AssemblyVersion> <AssemblyVersion>1.0.8.9</AssemblyVersion>
<FileVersion>1.0.8.8</FileVersion> <FileVersion>1.0.8.9</FileVersion>
<InformationalVersion>1.0.8.8</InformationalVersion> <InformationalVersion>1.0.8.9</InformationalVersion>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
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@@ -2,7 +2,7 @@
"Author": "Knack117", "Author": "Knack117",
"Name": "HSUI", "Name": "HSUI",
"InternalName": "HSUI", "InternalName": "HSUI",
"AssemblyVersion": "1.0.8.8", "AssemblyVersion": "1.0.8.9",
"Description": "HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.", "Description": "HSUI provides a highly configurable HUD replacement for FFXIV, recreated from DelvUI using KamiToolKit, FFXIVClientStructs, and Dalamud. Features unit frames, castbars, job gauges, nameplates, party frames, status effects, enemy list, configurable hotbars with drag-and-drop, and profiles.",
"ApplicableVersion": "any", "ApplicableVersion": "any",
"RepoUrl": "https://github.com/Knack117/HSUI", "RepoUrl": "https://github.com/Knack117/HSUI",
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@@ -116,22 +116,35 @@ namespace HSUI.Helpers
continue; continue;
} }
if (slot->IsEmpty) // GearSet with id 0 is valid (first gearset); the game's IsEmpty (CommandId == 0) would wrongly treat it as empty.
bool isEmpty = slot->IsEmpty && slot->CommandType != RaptureHotbarModule.HotbarSlotType.GearSet;
if (isEmpty)
{ {
list.Add(new SlotInfo(0, true, false, 0, 0, 0, 0, keybind, 0, 0)); list.Add(new SlotInfo(0, true, false, 0, 0, 0, 0, keybind, 0, 0));
continue; continue;
} }
// Use CommandType/CommandId for GearSet so we handle gearset 0 and slots not yet synced to Apparent*.
var slotType = slot->CommandType == RaptureHotbarModule.HotbarSlotType.GearSet
? RaptureHotbarModule.HotbarSlotType.GearSet
: slot->ApparentSlotType;
uint actionId = slot->CommandType == RaptureHotbarModule.HotbarSlotType.GearSet
? slot->CommandId
: slot->ApparentActionId;
// For GearSet slots, refresh IconId from the gearset (e.g. job icon from first equipment slot). // For GearSet slots, refresh IconId from the gearset (e.g. job icon from first equipment slot).
// Only call for already-synced GearSet slots: calling LoadIconId() on other types or before the if (slotType == RaptureHotbarModule.HotbarSlotType.GearSet)
// game has synced a just-dropped slot can prevent the drop from sticking.
if (slot->ApparentSlotType == RaptureHotbarModule.HotbarSlotType.GearSet)
slot->LoadIconId(); slot->LoadIconId();
bool usable = slot->IsSlotUsable(slot->ApparentSlotType, slot->ApparentActionId); bool usable = slot->IsSlotUsable(slotType, actionId);
uint iconId = slot->IconId; uint iconId = slot->IconId;
uint actionId = slot->ApparentActionId; // GearSet 0 or just-dropped: game may not have synced Apparent* so IconId can be 0; resolve for display.
var slotType = slot->ApparentSlotType; if (slotType == RaptureHotbarModule.HotbarSlotType.GearSet && iconId == 0)
{
int resolved = slot->GetIconIdForSlot(slotType, actionId);
if (resolved > 0)
iconId = (uint)resolved;
}
(int pct, int secsLeft) = GetSlotCooldown(slot); (int pct, int secsLeft) = GetSlotCooldown(slot);
(int currentCharges, int maxCharges) = GetSlotCharges(slotType, actionId); (int currentCharges, int maxCharges) = GetSlotCharges(slotType, actionId);
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@@ -1,3 +1,6 @@
# 1.0.8.9
- **Hotbars**: Gearset on slot now persists — do not treat slot as empty when CommandType is GearSet (gearset index 0 uses CommandId 0). Use CommandType/CommandId for GearSet display and resolve icon when IconId is still 0.
# 1.0.8.8 # 1.0.8.8
- **Hotbars**: Only refresh icon via LoadIconId() for GearSet slots so drag-and-drop of gearsets onto the bar works again. - **Hotbars**: Only refresh icon via LoadIconId() for GearSet slots so drag-and-drop of gearsets onto the bar works again.
- **Hotbars**: Allow gearset index 0 (top-most gearset in list) — drop validation and icon lookup now accept id 0 for GearSet type. - **Hotbars**: Allow gearset index 0 (top-most gearset in list) — drop validation and icon lookup now accept id 0 for GearSet type.
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