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