feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation
Delivers the CC6a foundation half of the chargen 3D preview: the missing index->ObjDesc appearance factory the campaign plan's acdream-seams section named, plus a static-pose offscreen renderer following PrivateEntityViewportRenderer's proven paperdoll/appraisal architecture. Page mount, spin/color-wheel controls, and rotate/zoom behavior stay out of scope per the CC4-parallel worktree contract (CC6b, after CC4 merges). Core (src/AcDream.Core/CharGen/, pure, no Chorizite on public surfaces): ChargenAppearanceFactory.TryCompose ports gmCG3DView::Update @0x004EE9D0's ObjDesc rebuild in its exact decompiled order - base body, hair style, clothing in retail's own Headgear/Trousers/Shirt/Footwear order (not the UI tab order or the wire's field order, both of which differ), eyes (bald-aware), nose, mouth, then the unconditional skin subpalette, hair color, eye color. ChargenPalSetMath ports PalSet::GetPaletteID's shade-to-index formula, cross-checked three ways (decomp control flow, ACE's PaletteSet.GetPaletteID "Taken from acclient.c" citation, ACViewer's identical slider math). ChargenPalSet/ChargenClothingTable are pure projections behind IChargenPalSetSource/IChargenClothingTableSource so the factory itself never touches a dat. Content (src/AcDream.Content/CharGen/): ChargenAppearanceCatalog is the cached dat-backed implementation of those two source interfaces, mirroring ChargenTableReader's no-leak discipline. App (src/AcDream.App/Rendering/): ChargenPreviewRenderer is a third facade over PrivateEntityViewportRenderer beside PaperdollViewportRenderer and CreatureAppraisalViewportRenderer - no existing rendering file touched. ChargenPreviewCamera carries the four retail-verbatim per-heritage eye profiles from gmCGAppearancePage::Update @0x0047E8F0 (cross-checked against ZoomIn/ZoomOut's identical literals) plus the recovered rotation (3.0 s/revolution) and zoom-tween (0.6 s, reconstructed from the decompiler's garbled float literals - the plan's own "measure if it matters" note is resolved, not garbled beyond recovery). Rotation applies to the character model, not the camera, per gmCGAppearancePage::DoRotation. ChargenPreviewEntityBuilder resolves Setup/GfxObj/Surface/Animation itself (there is no live entity yet), reusing DatLiveEntityProjectionMaterializer's surface-override algorithm and RetailPaperdollPoseApplicator's held-pose technique, generalized to chargen's per-heritage rest-pose DID. Two register rows filed: TS-83 (the plan-named CC6a static-pose-vs-retail- idle-loop staging, CC6b to retire) and TS-82 (measured, not assumed - the un-ported clothing Setup-substitution fallback chain costs nothing for the 9 standard heritages with clothing UI, but Undead's default gear choices genuinely lack ClothingBaseEffects coverage for Undead's own body Setup). Tests: ChargenPalSetMathTests, ChargenAppearanceFactoryTests (hand-built fixtures), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep, all 26 heritage/gender combinations, zero missing PalSet/ClothingTable ids), ChargenPreviewCameraTests, ChargenPreviewEntityBuilderTests (installed-DAT-gated, proves a real 34-part Aluvian mesh resolves). Core.Tests 4767/1 skip, Content.Tests 146/0, App.Tests 5121/6 skips - all pre-existing skips, zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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16 changed files with 2131 additions and 2 deletions
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src/AcDream.Core/CharGen/ChargenAppearanceFactory.cs
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src/AcDream.Core/CharGen/ChargenAppearanceFactory.cs
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// The resolved render description <see cref="ChargenAppearanceFactory.Compose"/>
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/// produces: a body Setup id plus the composed ObjDesc a mesh builder applies
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/// to it (<c>CPhysicsObj::DoObjDescChangesFromDefault @ 0x0050F9B0</c> is
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/// retail's equivalent apply step). The three diagnostic lists let callers
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/// (and CC6a's installed-DAT test) verify a selection resolved with no
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/// missing dat data without needing to re-walk the composition themselves.
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/// </summary>
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/// <param name="SetupId">
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/// The body Setup dat id (0x02......) to build the preview mesh from —
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/// <c>gender.SetupId</c>, overridden by the selected hair style's
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/// <c>AlternateSetup</c> when nonzero (Gear Knight / Undead / Tumerok body
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/// variants), falling back to <see cref="ChargenAppearanceFactory.HumanSetupId"/>
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/// when both are zero (retail: <c>CPhysicsObj::makeObject(setupId)</c>'s own
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/// HUMAN_SETUP_ID fallback, <c>gmCG3DView</c> ctor pseudo-C ~0x004EE79D and
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/// <c>gmCG3DView::Update</c> ~0x004EEA61).
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/// </param>
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/// <param name="BasePaletteId">
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/// <c>gender.BasePaletteId</c> (retail <c>Sex_CG.BasePalette</c>) — the
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/// palette a mesh builder should pass as the entity's base, NOT
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/// <c>ObjDesc.PaletteId</c> (retail's own on-disk <c>BaseObjDesc.PaletteId</c>
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/// field is unused for this purpose; cross-checked against
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/// <c>references/ACE/Source/ACE.Server/Factories/PlayerFactory.cs:58</c>,
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/// which sets <c>PropertyDataId.PaletteBase</c> from <c>sex.BasePalette</c>
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/// directly).
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/// </param>
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/// <param name="ObjDesc">
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/// The composed subpalette/texture/part-swap deltas, in retail's exact
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/// application order (see <see cref="ChargenAppearanceFactory.Compose"/>).
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/// </param>
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public sealed record ChargenAppearanceResult(
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uint SetupId,
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uint BasePaletteId,
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ChargenObjDesc ObjDesc,
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IReadOnlyList<uint> MissingPalSetIds,
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IReadOnlyList<uint> MissingClothingTableIds,
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IReadOnlyList<uint> ClothingTablesMissingBaseEffectForSetup);
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/// <summary>
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/// Index→ObjDesc appearance factory: the missing piece the campaign plan's
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/// "acdream seams" section names (Appearance building: <c>DollEntityBuilder.Build</c>
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/// is index-agnostic but reads a LIVE entity; chargen needs a new index→dat
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/// →ObjDesc factory). Pure — no Chorizite types on this type's public
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/// surface, matching CC1's <c>ChargenOptions</c> family; PalSet/ClothingTable
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/// dat reads are pushed behind <see cref="IChargenPalSetSource"/>/
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/// <see cref="IChargenClothingTableSource"/>, whose production implementation
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/// (<c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c>) does the actual
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/// dat work.
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///
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/// <para>
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/// Ports <c>gmCG3DView::Update @ 0x004EE9D0</c>'s ObjDesc rebuild verbatim,
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/// in its EXACT append order (verified against the decompiled control flow,
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/// not inferred from the UI's tab order or the wire's field order, both of
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/// which differ — see the per-slot XML doc below):
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/// </para>
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/// <list type="number">
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/// <item>Base body (<c>Sex_CG.BaseObjDesc</c>).</item>
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/// <item>Hair style overlay (<c>HairStyle_CG.ObjDesc</c>), if selected.</item>
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/// <item>Clothing, in retail's own order — <b>Headgear, Trousers, Shirt,
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/// Footwear</b> (NOT the UI tab order 5/6/7/8 = headgear/shirt/trousers/
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/// footwear, and NOT the wire field order from CC2's 0xF656 builder,
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/// which is also headgear/shirt/trousers/footwear). Each slot applies
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/// its <c>ClothingBase</c> part/texture overrides unconditionally, then
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/// — only when a color is also selected — its dye subpalette via
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/// <c>ClothingTable::BuildObjDesc @ 0x005A7900</c>.</item>
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/// <item>Eyes strip overlay (bald variant when the selected hair style's
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/// <c>Bald</c> flag is set), if selected.</item>
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/// <item>Nose strip overlay, if selected.</item>
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/// <item>Mouth strip overlay, if selected.</item>
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/// <item>Skin subpalette — UNCONDITIONAL, no "if selected" guard in
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/// retail (the decompiled block runs every time, unlike every style/
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/// color slot above and below it, which all gate on retail's
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/// <c>0xFFFFFFFF</c> sentinel).</item>
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/// <item>Hair color subpalette, if selected.</item>
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/// <item>Eye color subpalette, if selected.</item>
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/// </list>
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/// </summary>
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public static class ChargenAppearanceFactory
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{
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/// <summary>
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/// Retail's HUMAN_SETUP_ID fallback (<c>ACViewer.Entity.Enum.SetupConst.HumanMale</c>
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/// = 0x02000001; the same constant <c>gmCG3DView</c>'s ctor and
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/// <c>::Update</c> fall back to when no valid body Setup is resolvable).
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/// </summary>
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public const uint HumanSetupId = 0x02000001u;
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/// <summary>
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/// Skin subpalette overlay range, retail's hard-coded literal at
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/// <c>gmCG3DView::Update</c> ~0x004EF066-0x004EF07E: real byte offset 0,
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/// real color count 192 (0xC0), packed to <see cref="ChargenSubPalette"/>'s
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/// *8 on-disk units as (0, 24).
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/// </summary>
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private const byte SkinRangeOffset = 0;
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private const byte SkinRangeNumColors = 24; // 192 / 8
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/// <summary>
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/// Hair color subpalette overlay range, retail's hard-coded literal at
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/// ~0x004EF0FA-0x004EF116: real offset 192 (0xC0), real count 64 (0x40),
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/// packed to (24, 8).
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/// </summary>
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private const byte HairRangeOffset = 24; // 192 / 8
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private const byte HairRangeNumColors = 8; // 64 / 8
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/// <summary>
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/// Eye color subpalette overlay range, retail's hard-coded literal at
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/// ~0x004EF15A-0x004EF16E: real offset 256 (0x100), real count 64
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/// (0x40), packed to (32, 8).
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/// </summary>
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private const byte EyeRangeOffset = 32; // 256 / 8
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private const byte EyeRangeNumColors = 8; // 64 / 8
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/// <summary>
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/// Composes a preview appearance description for one heritage/gender +
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/// selection, or returns false when the heritage/gender itself doesn't
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/// resolve (mirrors the <c>Try*</c> convention <see cref="ChargenOptions"/>
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/// already uses). Never throws on missing PalSet/ClothingTable data —
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/// a miss is recorded in the result's diagnostic lists and that single
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/// contribution is skipped, matching retail's own "hash miss → no-op,
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/// caller never checks BuildObjDesc's return value" behavior.
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/// </summary>
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public static bool TryCompose(
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ChargenOptions options,
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uint heritageId,
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int genderKey,
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ChargenAppearanceSelection selection,
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IChargenPalSetSource palSets,
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IChargenClothingTableSource clothingTables,
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out ChargenAppearanceResult result)
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{
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ArgumentNullException.ThrowIfNull(options);
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ArgumentNullException.ThrowIfNull(palSets);
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ArgumentNullException.ThrowIfNull(clothingTables);
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result = default!;
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if (!options.TryGetHeritage(heritageId, out ChargenHeritageOptions? heritage)
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|| !heritage.GendersByKey.TryGetValue(genderKey, out ChargenGenderOptions? gender))
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{
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return false;
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}
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var missingPalSets = new List<uint>();
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var missingClothingTables = new List<uint>();
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var absentBaseEffects = new List<uint>();
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// ── 1. body Setup id ────────────────────────────────────────────
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uint setupId = gender.SetupId;
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ChargenHairStyle? hairStyle = null;
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if (selection.HairStyle != ChargenAppearanceSelection.Unset
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&& selection.HairStyle < (uint)gender.HairStyles.Count)
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{
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hairStyle = gender.HairStyles[(int)selection.HairStyle];
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if (hairStyle.AlternateSetup != 0)
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setupId = hairStyle.AlternateSetup;
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}
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if (setupId == 0)
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setupId = HumanSetupId;
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// ── 2. ObjDesc accumulation, retail's exact append order ───────
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var subPalettes = new List<ChargenSubPalette>();
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var textureChanges = new List<ChargenTextureChange>();
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var animPartChanges = new List<ChargenAnimPartChange>();
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Append(gender.BaseObjDesc, subPalettes, textureChanges, animPartChanges);
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if (hairStyle is not null)
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Append(hairStyle.ObjDesc, subPalettes, textureChanges, animPartChanges);
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ComposeClothingSlot(
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gender.Headgears, selection.HeadgearStyle,
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gender.ClothingColors, selection.HeadgearColor, selection.HeadgearShade,
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setupId, clothingTables, palSets,
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subPalettes, textureChanges, animPartChanges,
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missingClothingTables, missingPalSets, absentBaseEffects);
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ComposeClothingSlot(
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gender.Pants, selection.TrousersStyle,
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gender.ClothingColors, selection.TrousersColor, selection.TrousersShade,
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setupId, clothingTables, palSets,
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subPalettes, textureChanges, animPartChanges,
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missingClothingTables, missingPalSets, absentBaseEffects);
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ComposeClothingSlot(
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gender.Shirts, selection.ShirtStyle,
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gender.ClothingColors, selection.ShirtColor, selection.ShirtShade,
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setupId, clothingTables, palSets,
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subPalettes, textureChanges, animPartChanges,
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missingClothingTables, missingPalSets, absentBaseEffects);
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ComposeClothingSlot(
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gender.Footwear, selection.FootwearStyle,
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gender.ClothingColors, selection.FootwearColor, selection.FootwearShade,
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setupId, clothingTables, palSets,
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subPalettes, textureChanges, animPartChanges,
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missingClothingTables, missingPalSets, absentBaseEffects);
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if (selection.EyesStrip != ChargenAppearanceSelection.Unset
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&& selection.EyesStrip < (uint)gender.EyeStrips.Count)
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{
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ChargenEyeStrip strip = gender.EyeStrips[(int)selection.EyesStrip];
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bool bald = hairStyle?.Bald == true;
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Append(bald ? strip.BaldObjDesc : strip.ObjDesc, subPalettes, textureChanges, animPartChanges);
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}
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if (selection.NoseStrip != ChargenAppearanceSelection.Unset
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&& selection.NoseStrip < (uint)gender.NoseStrips.Count)
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{
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Append(gender.NoseStrips[(int)selection.NoseStrip].ObjDesc, subPalettes, textureChanges, animPartChanges);
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}
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if (selection.MouthStrip != ChargenAppearanceSelection.Unset
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&& selection.MouthStrip < (uint)gender.MouthStrips.Count)
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{
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Append(gender.MouthStrips[(int)selection.MouthStrip].ObjDesc, subPalettes, textureChanges, animPartChanges);
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}
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// ── Skin subpalette: UNCONDITIONAL (no selection gate in retail) ─
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ChargenPalSet? skinPalSet = palSets.TryGetPalSet(gender.SkinPalSetId);
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if (skinPalSet is null)
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{
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missingPalSets.Add(gender.SkinPalSetId);
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}
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else
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{
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int skinIndex = ChargenPalSetMath.GetPaletteIndex(skinPalSet.PaletteIds.Count, selection.SkinShade);
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if (skinIndex >= 0)
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{
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subPalettes.Add(new ChargenSubPalette(
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skinPalSet.PaletteIds[skinIndex], SkinRangeOffset, SkinRangeNumColors));
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}
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}
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if (selection.HairColor != ChargenAppearanceSelection.Unset
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&& selection.HairColor < (uint)gender.HairColors.Count)
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{
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uint hairPalSetId = gender.HairColors[(int)selection.HairColor];
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ChargenPalSet? hairPalSet = palSets.TryGetPalSet(hairPalSetId);
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if (hairPalSet is null)
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{
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missingPalSets.Add(hairPalSetId);
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}
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else
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{
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int hairIndex = ChargenPalSetMath.GetPaletteIndex(hairPalSet.PaletteIds.Count, selection.HairShade);
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if (hairIndex >= 0)
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{
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subPalettes.Add(new ChargenSubPalette(
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hairPalSet.PaletteIds[hairIndex], HairRangeOffset, HairRangeNumColors));
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}
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}
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}
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if (selection.EyeColor != ChargenAppearanceSelection.Unset
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&& selection.EyeColor < (uint)gender.EyeColors.Count)
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{
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// Direct Palette id — no PalSet/shade indirection (see ChargenPalSet's doc).
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uint eyePaletteId = gender.EyeColors[(int)selection.EyeColor];
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subPalettes.Add(new ChargenSubPalette(eyePaletteId, EyeRangeOffset, EyeRangeNumColors));
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}
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var objDesc = new ChargenObjDesc(
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gender.BasePaletteId,
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subPalettes.AsReadOnly(),
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textureChanges.AsReadOnly(),
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animPartChanges.AsReadOnly());
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result = new ChargenAppearanceResult(
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setupId,
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gender.BasePaletteId,
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objDesc,
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missingPalSets.AsReadOnly(),
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missingClothingTables.AsReadOnly(),
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absentBaseEffects.AsReadOnly());
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return true;
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}
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private static void Append(
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ChargenObjDesc source,
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List<ChargenSubPalette> subPalettes,
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List<ChargenTextureChange> textureChanges,
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List<ChargenAnimPartChange> animPartChanges)
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{
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subPalettes.AddRange(source.SubPalettes);
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textureChanges.AddRange(source.TextureChanges);
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animPartChanges.AddRange(source.AnimPartChanges);
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}
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private static void ComposeClothingSlot(
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IReadOnlyList<ChargenGearOption> gearOptions,
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uint styleIndex,
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IReadOnlyList<uint> clothingColors,
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uint colorIndex,
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double shade,
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uint bodySetupId,
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IChargenClothingTableSource clothingTables,
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IChargenPalSetSource palSets,
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List<ChargenSubPalette> subPalettes,
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List<ChargenTextureChange> textureChanges,
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List<ChargenAnimPartChange> animPartChanges,
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List<uint> missingClothingTables,
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List<uint> missingPalSets,
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List<uint> absentBaseEffects)
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{
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if (styleIndex == ChargenAppearanceSelection.Unset || styleIndex >= (uint)gearOptions.Count)
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return;
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ChargenGearOption gear = gearOptions[(int)styleIndex];
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ChargenClothingTable? table = clothingTables.TryGetClothingTable(gear.ClothingTableId);
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if (table is null)
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{
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missingClothingTables.Add(gear.ClothingTableId);
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return;
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}
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if (table.BaseEffectsBySetupId.TryGetValue(bodySetupId, out ChargenClothingBaseEffect? baseEffect))
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{
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animPartChanges.AddRange(baseEffect.PartChanges);
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textureChanges.AddRange(baseEffect.TextureChanges);
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}
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else
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{
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absentBaseEffects.Add(gear.ClothingTableId);
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}
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if (colorIndex == ChargenAppearanceSelection.Unset || colorIndex >= (uint)clothingColors.Count)
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return;
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uint paletteTemplateId = clothingColors[(int)colorIndex];
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if (!table.PaletteTemplatesById.TryGetValue(paletteTemplateId, out ChargenClothingPaletteTemplate? template))
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return; // retail: hash miss on the palette-template lookup is a silent no-op.
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foreach (ChargenClothingSubPaletteChoice choice in template.Choices)
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{
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ChargenPalSet? palSet = palSets.TryGetPalSet(choice.PalSetId);
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if (palSet is null)
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{
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missingPalSets.Add(choice.PalSetId);
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continue;
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}
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int index = ChargenPalSetMath.GetPaletteIndex(palSet.PaletteIds.Count, shade);
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if (index < 0)
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continue;
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uint paletteId = palSet.PaletteIds[index];
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foreach (ChargenClothingSubPaletteRange range in choice.Ranges)
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{
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subPalettes.Add(new ChargenSubPalette(
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paletteId,
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(byte)(range.Offset / 8),
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(byte)(range.NumColors / 8)));
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}
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}
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}
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}
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