Addresses the CC6a dual-lens review (architectural PASS with reservations, retail fidelity PASS with reservations, merge after F1/F2/F3). F1 (BLOCKING) - AlternateSetup/setupId tested the wrong sentinel (0) instead of retail's INVALID_DID (0xFFFFFFFF, CharGenState::GetSetupID @0x005C5B22). A hair style storing that value would have been adopted as a literal Setup id, nulling Get<Setup> and killing the whole preview. Fixed both sites with a new InvalidDid constant; added two hand-built tests plus an installed-DAT sweep of every hair style across all 26 heritage/gender combinations (869 selections, zero unresolved Setup ids). F2 (BLOCKING) - TS-82's register row, ChargenClothingTable.cs's doc, and the plan's ledger row all understated Undead's measured clothing-coverage gap as "headgear/trousers/footwear" (3 slots) with a self-contradicting "4 of 4 non-shirt slots" aside. Corrected everywhere to the true measured ALL FOUR slots (headgear, trousers, shirt, footwear). F3 (BLOCKING) - the palette-math "three independent sources" claim overcounted: ACViewer's ClothingTableList.xaml.cs:97 computes a different expression for a different problem, and its vendored PaletteSet.cs is ACE's own file, not an independent implementation. Rewrote the evidence paragraph in ChargenPalSetMath.cs to the two sources that actually hold (decomp control flow + ACE's "Taken from acclient.c" port). F4 (MEDIUM) - ChargenPreviewEntityBuilder.TryBuild did unlocked dat reads; DatCollection is not thread-safe and every sibling dat-touching resolver in this layer takes a shared datLock. Added a required datLock parameter; every dat read now happens inside one lock, mirroring RetailPaperdollPoseApplicator.Apply's shape. F5 (LOW) - noted the pre-existing Streaming.LandblockBuildFactoryTests timing flake in the ledger so a future session doesn't chase it. F6 (LOW) - fixed ChargenPreviewCamera.cs's rotation doc, which cited a nonexistent identifier in a dimensionally-wrong expression; corrected to retail's actual DoRotation @0x0047CAC7 per-tick formula. F7 (LOW-MEDIUM) - the TS-82 measurement was WriteLine-only; pinned with real assertions (zero gaps for the 9 standard heritages, exactly the 4 measured Undead table ids on both genders). Kept the existing env-gated skip pattern (confirmed house convention). F8 (LOW) - the inner PalSet-miss loop recorded-and-continued past a miss; retail's own loop returns immediately on a miss (~0x005A7B32), aborting every remaining choice in that garment. Changed continue to break; added a test proving a subsequent present PalSet is correctly not applied. F9 (LOW) - fixed three dangling <see cref="...Compose"/> doc references (the method is TryCompose). F10 (LOW) - the packed (byte)(range/8) narrowing was unchecked; a real NumColors of 2048 happened to wrap to the correct "whole palette" 0 sentinel by unchecked-cast accident. Replaced with explicit PackOffset/ PackNumColors helpers that document the 2048->0 equivalence deliberately and throw on any other unrepresentable shape. F11/F12 (LOW, CC6b scope) - noted in the plan's CC6b row: the second m_alternateSetupID override source is unmodelled, and a shared RetailHeldPose helper is worth extracting before a fourth consumer. Test counts: Core.Tests 4772/1 skip (+5), Content.Tests 147/0 (+1), App.Tests 5121/6 skips (unchanged; F5's named flake did not reproduce) - zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
147 lines
7.5 KiB
C#
147 lines
7.5 KiB
C#
using System.Collections.Frozen;
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// One un-resolved dye-shade choice inside a clothing "palette template"
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/// (retail's inner <c>CloSubpalEffect</c> array entry, one per
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/// <c>ClothingTable::BuildObjDesc @ 0x005A7900</c> loop iteration; Chorizite
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/// projects the identical shape as <c>DatReaderWriter.Types.CloSubPalette</c>
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/// — a <c>PaletteSet</c> id plus a list of overlay ranges). Offsets/counts
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/// here are the REAL (unpacked) color units read straight off the dat
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/// (installed-DAT probe: Aluvian male "Cloth Cap" headgear reads
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/// off=2000,n=48 for every one of its 28 palette-template entries) — the
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/// *8-packed byte convention only applies to the OUTPUT
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/// <see cref="ChargenSubPalette"/>, converted once at composition time
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/// (<see cref="ChargenAppearanceFactory"/>).
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/// </summary>
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public readonly record struct ChargenClothingSubPaletteRange(uint Offset, uint NumColors);
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/// <summary>
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/// One resolvable-by-shade colour choice for a clothing palette template:
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/// the PalSet id (0x0F......) to resolve via
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/// <see cref="ChargenPalSetMath.GetPaletteIndex"/>, plus every overlay range
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/// to apply once resolved.
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/// </summary>
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public readonly record struct ChargenClothingSubPaletteChoice(
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uint PalSetId,
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IReadOnlyList<ChargenClothingSubPaletteRange> Ranges);
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/// <summary>
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/// One clothing-table "palette template" (retail's <c>CloPaletteTemplate</c>,
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/// looked up in <c>ClothingTable::_paletteTemplatesHash</c> by the id
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/// <c>CharGenState::GetHeadgearPaletteTemplateID</c> (and its Shirt/Trousers/
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/// Footwear siblings, all at 0x005C38F0-0x005C3980) return — which is itself
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/// just a bounds-checked passthrough of <c>Sex_CG.ClothingColors[index]</c>:
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/// every one of the four per-slot template-id arrays
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/// (<c>headgearPaletteTemplateIDs</c>/<c>shirtPaletteTemplateIDs</c>/
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/// <c>trousersPaletteTemplateIDs</c>/<c>footwearPaletteTemplateIDs</c>) is
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/// populated from the SAME single <c>Sex_CG::ClothingColors</c> dat field —
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/// there is no per-clothing-slot color list in the dat schema at all. This
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/// CONFIRMS (does not merely approximate) register row AP-208's shared-list
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/// design in <c>RuntimeCharacterCreationAppearance</c>/
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/// <c>ChargenAppearanceSlot</c> — installed-DAT probe: Aluvian male's
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/// <c>ClothingColors</c> = {9,6,4,8,7,5,2,3,13}, and the "Cloth Cap"
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/// headgear's <c>ClothingSubPalEffects</c> keys include 2,3,4,5,6,7,8,9,13 —
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/// the shared list's raw values ARE the template-id keys, verified live.
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/// </summary>
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public sealed record ChargenClothingPaletteTemplate(
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IReadOnlyList<ChargenClothingSubPaletteChoice> Choices)
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{
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public static ChargenClothingPaletteTemplate Empty { get; } =
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new(Array.Empty<ChargenClothingSubPaletteChoice>());
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}
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/// <summary>
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/// One body-Setup-specific part/texture override set (retail's
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/// <c>ClothingBaseEffect</c>, applied by
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/// <c>ClothingBase::ApplyPartAndTextureChanges @ 0x005A8EB0</c>): for each
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/// <c>CloObjectEffect</c>, an unconditional <see cref="ChargenAnimPartChange"/>
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/// (part index → replacement GfxObj) plus every
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/// <see cref="ChargenTextureChange"/> the SAME object effect carries for
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/// that part.
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/// </summary>
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public sealed record ChargenClothingBaseEffect(
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IReadOnlyList<ChargenAnimPartChange> PartChanges,
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IReadOnlyList<ChargenTextureChange> TextureChanges)
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{
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public static ChargenClothingBaseEffect Empty { get; } = new(
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Array.Empty<ChargenAnimPartChange>(),
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Array.Empty<ChargenTextureChange>());
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}
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/// <summary>
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/// Pure projection of one ClothingTable dat object (0x19......, retail
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/// <c>ClothingTable::Unpack</c> / Chorizite
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/// <c>DatReaderWriter.DBObjs.ClothingTable</c>). One instance is referenced
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/// per <see cref="ChargenGearOption.ClothingTableId"/> — a single garment
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/// CHOICE (e.g. "Cloth Cowl") carries its own table covering every body
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/// Setup it can be worn on plus every dye choice offered for it.
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///
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/// <para>
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/// <b>Deliberate scope cut (CC6a) — MEASURED, not just asserted:</b> retail's
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/// <c>ClothingTable::BuildObjDesc</c> falls back through a chain of ~8
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/// hard-coded Setup-id substitutions (Umbraen crown/no-crown/void,
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/// Penumbraen, Undead skeleton/zombie, Anakshay) when
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/// <see cref="BaseEffectsBySetupId"/> has no direct entry for the requested
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/// body Setup. CC6a's composer looks up <see cref="BaseEffectsBySetupId"/>
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/// directly and skips a slot's part/texture contribution on a miss (this is
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/// the OUTER lookup — <c>ClothingTable::_cloBaseHash</c> — whose retail
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/// miss behavior is genuinely a no-op the caller never checks; the SEPARATE
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/// inner per-choice PalSet lookup inside the same function's subpalette loop
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/// has its own, stricter, abort-on-miss behavior — see
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/// <c>ChargenAppearanceFactory.ComposeClothingSlot</c>'s own doc, ported
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/// faithfully there) rather than porting the Setup-substitution chain. The
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/// installed-DAT catalog test (<c>ChargenAppearanceCatalogInstalledDatTests</c>)
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/// MEASURED this directly across all 26 heritage/gender combinations rather
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/// than assuming it: for the 9 standard heritages where retail's own UI
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/// actually shows clothing controls (everything except Gear Knight and the
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/// two Olthoi variants, which retail hides the clothes button for entirely
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/// — <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
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/// <c>m_pClothesButton->SetVisible(0)</c> branches for
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/// <c>mHeritageGroup == 6</c> and <c>== 0xc || == 0xd</c>), the default
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/// gear choices resolve against their own body Setup with ZERO missing
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/// coverage. <b>Undead IS a real gap</b> — retail DOES show clothing
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/// controls for Undead, and MEASURED coverage is missing for <b>ALL FOUR</b>
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/// clothing slots (headgear, trousers, shirt, AND footwear — not just three
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/// of the four), on both genders: neither gender's live body Setup has a
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/// <see cref="BaseEffectsBySetupId"/> entry in any of its four default gear
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/// choices' clothing tables, because Undead's live body Setup IS one of the
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/// skeleton/zombie variants the un-ported substitution chain exists to
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/// redirect. A live preview for Undead will therefore render its default
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/// clothing selection with NO part/texture override applied on any of the
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/// four slots (the underlying body shows through unclothed) until the
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/// substitution chain — or an equivalent per-heritage default-clothing-setup
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/// mapping — lands. Filed as a known CC6a limitation for CC6b/a follow-up
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/// rather than silently "confirmed unreachable."
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/// </para>
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/// </summary>
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public sealed record ChargenClothingTable(
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IReadOnlyDictionary<uint, ChargenClothingBaseEffect> BaseEffectsBySetupId,
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IReadOnlyDictionary<uint, ChargenClothingPaletteTemplate> PaletteTemplatesById)
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{
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public static ChargenClothingTable Empty { get; } = new(
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FrozenDictionary<uint, ChargenClothingBaseEffect>.Empty,
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FrozenDictionary<uint, ChargenClothingPaletteTemplate>.Empty);
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}
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/// <summary>
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/// Resolves a PalSet dat id (0x0F......) to its pure projection. The
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/// production implementation (<c>AcDream.Content.CharGen.ChargenAppearanceCatalog</c>)
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/// reads and caches the real dat object; this interface keeps
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/// <see cref="ChargenAppearanceFactory"/> free of any Chorizite dependency
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/// (unit tests supply a hand-built fake).
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/// </summary>
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public interface IChargenPalSetSource
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{
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ChargenPalSet? TryGetPalSet(uint palSetId);
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}
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/// <summary>
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/// Resolves a ClothingTable dat id (0x19......) to its pure projection.
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/// Same production/test split as <see cref="IChargenPalSetSource"/>.
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/// </summary>
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public interface IChargenClothingTableSource
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{
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ChargenClothingTable? TryGetClothingTable(uint clothingTableId);
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}
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