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Fixing old mistakes

This weekend I made another offensive to my item equip code. It depends on the mesh assembly code, which deals with building a model from several meshes, if they share the same skeleton. To be equipped, the  item must have the same skeleton too, of course, and the widely (and only) documented method is to copy the bone info from the base skeleton to the other meshes. Simple items like weapons does not need this, as they can be attached to a bone and that's all.

But my first approach had major flaws. It required a list of prefabs that were assembled into a a model and then to a list of GameObjects, the NPCs were not visible in the map, and just recently found that destroying the switched part left me without the original part to restore it when the item was removed.

So, I sat and put my brain in afterburner mode. It didn't worked... until yesterday, when at last I figured out how to get rid of the lists of original prefabs, the resulting GameObjects, etc, and put that in a single list plus one for equipped items. NPCs and player model require different initialization, but that is a lesser problem that I will address tonight. Before, I destroyed the switched part: if I equipped an armor, the torso was removed. That was totally unnecessary, as I can just disable the torso part and show the armor, and reactivate it when the armor is removed.  Quite obvious, now, and I was plain fool to not to realize that from the beginning.

Now I have to make a short halt and spend some time with Unreal Engine. I promise this time I will put a serious effort on it.

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