# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
394 lines
15 KiB
C#
394 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Client.DisplacementMap;
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using Content.Client.Inventory;
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using Content.Shared._Sunrise;
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.DisplacementMap;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Tag;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Utility;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Clothing;
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public sealed class ClientClothingSystem : ClothingSystem
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{
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public const string Jumpsuit = "jumpsuit";
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/// <summary>
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/// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
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/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
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/// Problem here: Every rsi-state is using the old enum-names in their state. I already used the new inventoryslots ALOT. tldr: its this or another week of renaming files.
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/// </summary>
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private static readonly Dictionary<string, string> TemporarySlotMap = new()
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{
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{"head", "HELMET"},
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{"eyes", "EYES"},
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{"ears", "EARS"},
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{"mask", "MASK"},
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{"outerClothing", "OUTERCLOTHING"},
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{Jumpsuit, "INNERCLOTHING"},
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{"neck", "NECK"},
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{"back", "BACKPACK"},
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{"belt", "BELT"},
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{"gloves", "HAND"},
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{"shoes", "FEET"},
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{"pants", "PANTS"}, // Sunrise-edit
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{"socks", "SOCKS"}, // Sunrise-edit
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{"bra", "BRA"}, // Sunrise-edit
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{"id", "IDCARD"},
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{"pocket1", "POCKET1"},
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{"pocket2", "POCKET2"},
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{"suitstorage", "SUITSTORAGE"},
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};
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[Dependency] private readonly IResourceCache _cache = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
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SubscribeLocalEvent<InventoryComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
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SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
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SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
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SubscribeLocalEvent<InventoryComponent, AppearanceChangeEvent>(OnAppearanceUpdate);
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}
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private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
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{
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// May need to update displacement maps if the sex changed. Also required to properly set the stencil on init
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if (args.Sprite == null)
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return;
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UpdateAllSlots(uid, component);
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// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
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if (_sprite.LayerMapTryGet((uid, args.Sprite), HumanoidVisualLayers.StencilMask, out var layer, false))
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{
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DebugTools.Assert(!args.Sprite[layer].Visible);
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_sprite.LayerSetVisible((uid, args.Sprite), layer, false);
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}
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}
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private void OnInventoryTemplateUpdated(Entity<InventoryComponent> ent, ref InventoryTemplateUpdated args)
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{
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UpdateAllSlots(ent.Owner, ent.Comp);
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}
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private void UpdateAllSlots(
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EntityUid uid,
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InventoryComponent? inventoryComponent = null)
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{
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var enumerator = _inventorySystem.GetSlotEnumerator((uid, inventoryComponent));
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while (enumerator.NextItem(out var item, out var slot))
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{
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RenderEquipment(uid, item, slot.Name, inventoryComponent);
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}
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}
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private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
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{
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if (!TryComp(args.Equipee, out InventoryComponent? inventory))
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return;
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List<PrototypeLayerData>? layers = null;
|
|
|
|
if (TryComp(args.Equipee, out HumanoidAppearanceComponent? humanoid))
|
|
{
|
|
var bodyTypeName = _prototype.Index<BodyTypePrototype>(humanoid.BodyType).Name;
|
|
item.ClothingVisuals.TryGetValue($"{args.Slot}-{bodyTypeName}", out layers);
|
|
}
|
|
|
|
// first attempt to get species specific data.
|
|
if (inventory.SpeciesId != null)
|
|
item.ClothingVisuals.TryGetValue($"{args.Slot}-{inventory.SpeciesId}", out layers);
|
|
|
|
// if that returned nothing, attempt to find generic data
|
|
if (layers == null && !item.ClothingVisuals.TryGetValue(args.Slot, out layers))
|
|
{
|
|
// No generic data either. Attempt to generate defaults from the item's RSI & item-prefixes
|
|
if (!TryGetDefaultVisuals(uid, item, args.Slot, inventory.SpeciesId, args.Equipee, out layers))
|
|
return;
|
|
}
|
|
|
|
// add each layer to the visuals
|
|
var i = 0;
|
|
foreach (var layer in layers)
|
|
{
|
|
var key = layer.MapKeys?.FirstOrDefault();
|
|
if (key == null)
|
|
{
|
|
// using the $"{args.Slot}" layer key as the "bookmark" for layer ordering until layer draw depths get added
|
|
key = $"{args.Slot}-{i}";
|
|
i++;
|
|
}
|
|
|
|
item.MappedLayer = key;
|
|
args.Layers.Add((key, layer));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If no explicit clothing visuals were specified, this attempts to populate with default values.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Useful for lazily adding clothing sprites without modifying yaml. And for backwards compatibility.
|
|
/// </remarks>
|
|
private bool TryGetDefaultVisuals(EntityUid uid, ClothingComponent clothing, string slot, string? speciesId,
|
|
EntityUid target,
|
|
[NotNullWhen(true)] out List<PrototypeLayerData>? layers)
|
|
{
|
|
layers = null;
|
|
|
|
RSI? rsi = null;
|
|
|
|
if (clothing.RsiPath != null)
|
|
rsi = _cache.GetResource<RSIResource>(SpriteSpecifierSerializer.TextureRoot / clothing.RsiPath).RSI;
|
|
else if (TryComp(uid, out SpriteComponent? sprite))
|
|
rsi = sprite.BaseRSI;
|
|
|
|
if (rsi == null)
|
|
return false;
|
|
|
|
var correctedSlot = slot;
|
|
TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
|
|
|
|
|
|
|
|
var state = $"equipped-{correctedSlot}";
|
|
|
|
if (!string.IsNullOrEmpty(clothing.EquippedPrefix))
|
|
state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
|
|
|
|
if (clothing.EquippedState != null)
|
|
state = $"{clothing.EquippedState}";
|
|
|
|
if (TryComp(target, out HumanoidAppearanceComponent? humanoid))
|
|
{
|
|
var bodyTypeName = _prototype.Index(humanoid.BodyType).Name;
|
|
if (rsi.TryGetState($"{state}-{bodyTypeName}", out _))
|
|
state = $"{state}-{bodyTypeName}";
|
|
}
|
|
|
|
// species specific
|
|
if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
|
|
state = $"{state}-{speciesId}";
|
|
else if (!rsi.TryGetState(state, out _))
|
|
return false;
|
|
|
|
var layer = new PrototypeLayerData();
|
|
layer.RsiPath = rsi.Path.ToString();
|
|
layer.State = state;
|
|
layers = new() { layer };
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnVisualsChanged(EntityUid uid, InventoryComponent component, VisualsChangedEvent args)
|
|
{
|
|
var item = GetEntity(args.Item);
|
|
|
|
if (!TryComp(item, out ClothingComponent? clothing) || clothing.InSlot == null)
|
|
return;
|
|
|
|
RenderEquipment(uid, item, clothing.InSlot, component, null, clothing);
|
|
}
|
|
|
|
private void OnDidUnequip(Entity<SpriteComponent> entity, ref DidUnequipEvent args)
|
|
{
|
|
if (!TryComp(entity, out InventorySlotsComponent? inventorySlots))
|
|
return;
|
|
|
|
if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
|
|
return;
|
|
|
|
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
|
|
// may eventually bloat the player with lots of invisible layers.
|
|
foreach (var layer in revealedLayers)
|
|
{
|
|
_sprite.RemoveLayer(entity.AsNullable(), layer);
|
|
}
|
|
revealedLayers.Clear();
|
|
}
|
|
|
|
public void InitClothing(EntityUid uid, InventoryComponent component)
|
|
{
|
|
if (!TryComp(uid, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
|
|
while (enumerator.NextItem(out var item, out var slot))
|
|
{
|
|
RenderEquipment(uid, item, slot.Name, component, sprite);
|
|
}
|
|
}
|
|
|
|
protected override void OnGotEquipped(EntityUid uid, ClothingComponent component, GotEquippedEvent args)
|
|
{
|
|
base.OnGotEquipped(uid, component, args);
|
|
|
|
RenderEquipment(args.Equipee, uid, args.Slot, clothingComponent: component);
|
|
}
|
|
|
|
private void RenderEquipment(EntityUid equipee, EntityUid equipment, string slot,
|
|
InventoryComponent? inventory = null, SpriteComponent? sprite = null, ClothingComponent? clothingComponent = null,
|
|
InventorySlotsComponent? inventorySlots = null)
|
|
{
|
|
if (!Resolve(equipee, ref inventory, ref sprite, ref inventorySlots) ||
|
|
!Resolve(equipment, ref clothingComponent, false))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
|
|
return;
|
|
|
|
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
|
|
// may eventually bloat the player with lots of invisible layers.
|
|
if (inventorySlots.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
|
|
{
|
|
foreach (var key in revealedLayers)
|
|
{
|
|
_sprite.RemoveLayer((equipee, sprite), key);
|
|
}
|
|
revealedLayers.Clear();
|
|
}
|
|
else
|
|
{
|
|
revealedLayers = new();
|
|
inventorySlots.VisualLayerKeys[slot] = revealedLayers;
|
|
}
|
|
|
|
var ev = new GetEquipmentVisualsEvent(equipee, slot);
|
|
RaiseLocalEvent(equipment, ev);
|
|
|
|
if (ev.Layers.Count == 0)
|
|
{
|
|
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
|
|
return;
|
|
}
|
|
|
|
// temporary, until layer draw depths get added. Basically: a layer with the key "slot" is being used as a
|
|
// bookmark to determine where in the list of layers we should insert the clothing layers.
|
|
var slotLayerExists = _sprite.LayerMapTryGet((equipee, sprite), slot, out var index, false);
|
|
|
|
// Select displacement maps
|
|
var displacementData = inventory.Displacements.GetValueOrDefault(slot); //Default unsexed map
|
|
|
|
string? bodyTypeName = null;
|
|
if (TryComp(equipee, out HumanoidAppearanceComponent? humanoid))
|
|
{
|
|
bodyTypeName = _prototype.Index(humanoid.BodyType).Name;
|
|
|
|
var hardsuitKey = $"hardsuit-{bodyTypeName}";
|
|
|
|
switch (humanoid.Sex)
|
|
{
|
|
case Sex.Male:
|
|
if (inventory.MaleDisplacements.Count > 0)
|
|
{
|
|
displacementData = inventory.MaleDisplacements.GetValueOrDefault($"{slot}-{bodyTypeName}")
|
|
?? inventory.MaleDisplacements.GetValueOrDefault(slot);
|
|
|
|
if (_tagSystem.HasTag(equipment, "Hardsuit"))
|
|
{
|
|
displacementData = inventory.MaleDisplacements.GetValueOrDefault(hardsuitKey)
|
|
?? inventory.Displacements.GetValueOrDefault(slot);
|
|
}
|
|
}
|
|
|
|
break;
|
|
case Sex.Female:
|
|
if (inventory.FemaleDisplacements.Count > 0)
|
|
{
|
|
displacementData = inventory.FemaleDisplacements.GetValueOrDefault($"{slot}-{bodyTypeName}")
|
|
?? inventory.FemaleDisplacements.GetValueOrDefault(slot);
|
|
|
|
if (_tagSystem.HasTag(equipment, "Hardsuit"))
|
|
{
|
|
displacementData = inventory.FemaleDisplacements.GetValueOrDefault(hardsuitKey)
|
|
?? inventory.FemaleDisplacements.GetValueOrDefault(slot);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// add the new layers
|
|
foreach (var (key, layerData) in ev.Layers)
|
|
{
|
|
if (!revealedLayers.Add(key))
|
|
{
|
|
Log.Warning($"Duplicate key for clothing visuals: {key}. Are multiple components attempting to modify the same layer? Equipment: {ToPrettyString(equipment)}");
|
|
continue;
|
|
}
|
|
|
|
if (slotLayerExists)
|
|
{
|
|
index++;
|
|
// note that every insertion requires reshuffling & remapping all the existing layers.
|
|
_sprite.AddBlankLayer((equipee, sprite), index);
|
|
_sprite.LayerMapSet((equipee, sprite), key, index);
|
|
|
|
if (layerData.Color != null)
|
|
_sprite.LayerSetColor((equipee, sprite), key, layerData.Color.Value);
|
|
if (layerData.Scale != null)
|
|
_sprite.LayerSetScale((equipee, sprite), key, layerData.Scale.Value);
|
|
}
|
|
else
|
|
index = _sprite.LayerMapReserve((equipee, sprite), key);
|
|
|
|
if (sprite[index] is not Layer layer)
|
|
continue;
|
|
|
|
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
|
|
if (layerData.RsiPath == null
|
|
&& layerData.TexturePath == null
|
|
&& layer.RSI == null
|
|
&& TryComp(equipment, out SpriteComponent? clothingSprite))
|
|
{
|
|
_sprite.LayerSetRsi(layer, clothingSprite.BaseRSI);
|
|
}
|
|
|
|
_sprite.LayerSetData((equipee, sprite), index, layerData);
|
|
_sprite.LayerSetOffset(layer, layer.Offset + slotDef.Offset);
|
|
|
|
if (displacementData is not null)
|
|
{
|
|
//Checking that the state is not tied to the current race. In this case we don't need to use the displacement maps.
|
|
if (layerData.State is not null && (inventory.SpeciesId is not null && layerData.State.EndsWith(inventory.SpeciesId)
|
|
|| bodyTypeName is not null && layerData.State.EndsWith(bodyTypeName)))
|
|
continue;
|
|
|
|
if (_displacement.TryAddDisplacement(displacementData, (equipee, sprite), index, key, out var displacementKey))
|
|
{
|
|
revealedLayers.Add(displacementKey);
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
|
|
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers), true);
|
|
}
|
|
}
|