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* ClientClothing: check for species in ClothingVisuals * Remove unused dict * 4-space meta.json * Run CheckForSpeciesSpcfcLayers in RenderEquipment * cleanup default clothing visuals * comments * that, not which * wrong entity doofus * ClothingCleanup, apply AJCM's suggestions Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> * the alphabet * wrong entity doofus * writing a few comments * AJCM suggestions, part two Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> * accidental double caps * comments! --------- Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
using Content.Shared.Hands.Components;
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namespace Content.Client.Toggleable;
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/// <summary>
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/// Component that handles toggling the visuals of an entity, including layers on an entity's sprite,
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/// the in-hand visuals, and the clothing/equipment visuals.
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/// </summary>
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/// <see cref="ToggleableVisualsSystem"/>
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[RegisterComponent]
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public sealed partial class ToggleableVisualsComponent : Component
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{
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/// <summary>
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/// Sprite layer that will have its visibility toggled when this item is toggled.
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/// </summary>
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[DataField(required: true)]
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public string? SpriteLayer;
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/// <summary>
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/// Layers to add to the sprite of the player that is holding this entity (while the component is toggled on).
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/// </summary>
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[DataField]
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public Dictionary<HandLocation, List<PrototypeLayerData>> InhandVisuals = new();
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/// <summary>
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/// A set of clothing visuals per layer by the name of the inventory slot (e.g. "head").
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/// Species-specific layers are expected at the name of the layer suffixed with the species (e.g. "head-vox")
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/// NOTE: if your species-specific layers consist entirely of default layers or layers
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/// suffixed with your species (e.g. "helmet-unshaded" to "helmet-unshaded-vox")
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/// this can be omitted entirely!
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/// </summary>
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[DataField]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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}
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