#pragma once #include #include // What the skater wears now, read from the selected skater preset (game thread): the clothes and // accessories by the kind of item, from head to foot, and the board's parts; an item's title as the // game shows it. For plugins (reskate.outfit.worn, board, title); from Fit Check (pull request 326). namespace dingosdk::worn_items { struct Worn { std::string slot; // "Headwear", "Top", ... "Shoes"; or "Deck", "Grip tape", "Grip cutout", "Trucks", "Wheels" std::string item; // its key std::string title; // as the game shows it }; std::vector worn_outfit(); // `titles` off leaves each title empty: what the board's material declarations need is only the // items' keys, read every quarter second (board_material.cpp). std::vector worn_board(bool titles = true); // Its catalog title, the title an item grid showed this session (a mod's item has no catalog // entry), or its key made readable the way the game does for a mod's item. std::string item_title(const std::string& asset); } // namespace dingosdk::worn_items