# 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
554 lines
22 KiB
C#
554 lines
22 KiB
C#
using System.Linq;
|
|
using System.Numerics;
|
|
using Content.Client._Sunrise.MarkingEffectsClient;
|
|
using Content.Client.DisplacementMap;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Humanoid;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared._Sunrise;
|
|
using Content.Shared._Sunrise.MarkingEffects;
|
|
using Content.Shared.DisplacementMap;
|
|
using Content.Shared.Humanoid.Markings;
|
|
using Content.Shared.Humanoid.Prototypes;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Preferences;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.Graphics;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Client.Humanoid;
|
|
|
|
public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly MarkingManager _markingManager = default!;
|
|
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
|
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
|
|
[Dependency] private readonly SpriteSystem _sprite = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<HumanoidAppearanceComponent, AfterAutoHandleStateEvent>(OnHandleState);
|
|
//Subs.CVar(_configurationManager, CCVars.AccessibilityClientCensorNudity, OnCvarChanged, true);
|
|
//Subs.CVar(_configurationManager, CCVars.AccessibilityServerCensorNudity, OnCvarChanged, true);
|
|
}
|
|
|
|
private void OnHandleState(EntityUid uid, HumanoidAppearanceComponent component, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
UpdateSprite((uid, component, Comp<SpriteComponent>(uid)));
|
|
}
|
|
|
|
private void OnCvarChanged(bool value)
|
|
{
|
|
var humanoidQuery = AllEntityQuery<HumanoidAppearanceComponent, SpriteComponent>();
|
|
while (humanoidQuery.MoveNext(out var uid, out var humanoidComp, out var spriteComp))
|
|
{
|
|
UpdateSprite((uid, humanoidComp, spriteComp));
|
|
}
|
|
}
|
|
|
|
private void UpdateSprite(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
|
|
{
|
|
UpdateLayers(entity);
|
|
ApplyMarkingSet(entity);
|
|
|
|
var humanoidAppearance = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
var scale = new Vector2(humanoidAppearance.Width, humanoidAppearance.Height);
|
|
|
|
_sprite.SetScale(entity.Owner, scale);
|
|
|
|
sprite[_sprite.LayerMapReserve((entity.Owner, sprite), HumanoidVisualLayers.Eyes)].Color = humanoidAppearance.EyeColor;
|
|
}
|
|
|
|
private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
|
|
=> humanoid.HiddenLayers.ContainsKey(layer) || humanoid.PermanentlyHidden.Contains(layer);
|
|
|
|
private void UpdateLayers(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
|
|
{
|
|
var component = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
var oldLayers = new HashSet<HumanoidVisualLayers>(component.BaseLayers.Keys);
|
|
component.BaseLayers.Clear();
|
|
|
|
// add default species layers
|
|
var bodyTypeProto = _prototypeManager.Index(component.BodyType); // Sunrise-Edit
|
|
foreach (var (key, id) in bodyTypeProto.Sprites)
|
|
{
|
|
oldLayers.Remove(key);
|
|
if (!component.CustomBaseLayers.ContainsKey(key))
|
|
SetLayerData(entity, key, id, sexMorph: true);
|
|
}
|
|
|
|
// add custom layers
|
|
foreach (var (key, info) in component.CustomBaseLayers)
|
|
{
|
|
oldLayers.Remove(key);
|
|
SetLayerData(entity, key, info.Id, sexMorph: false, color: info.Color);
|
|
}
|
|
|
|
// hide old layers
|
|
// TODO maybe just remove them altogether?
|
|
foreach (var key in oldLayers)
|
|
{
|
|
if (_sprite.LayerMapTryGet((entity.Owner, sprite), key, out var index, false))
|
|
sprite[index].Visible = false;
|
|
}
|
|
}
|
|
|
|
private void SetLayerData(
|
|
Entity<HumanoidAppearanceComponent, SpriteComponent> entity,
|
|
HumanoidVisualLayers key,
|
|
string? protoId,
|
|
bool sexMorph = false,
|
|
Color? color = null)
|
|
{
|
|
var component = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
var layerIndex = _sprite.LayerMapReserve((entity.Owner, sprite), key);
|
|
var layer = sprite[layerIndex];
|
|
layer.Visible = !IsHidden(component, key);
|
|
|
|
if (color != null)
|
|
layer.Color = color.Value;
|
|
|
|
if (protoId == null)
|
|
return;
|
|
|
|
if (sexMorph)
|
|
protoId = HumanoidVisualLayersExtension.GetSexMorph(key, component.Sex, protoId);
|
|
|
|
var proto = _prototypeManager.Index<HumanoidSpeciesSpriteLayer>(protoId);
|
|
component.BaseLayers[key] = proto;
|
|
|
|
if (proto.MatchSkin)
|
|
layer.Color = component.SkinColor.WithAlpha(proto.LayerAlpha);
|
|
|
|
if (proto.BaseSprite != null)
|
|
_sprite.LayerSetSprite((entity.Owner, sprite), layerIndex, proto.BaseSprite);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a profile directly into a humanoid.
|
|
/// </summary>
|
|
/// <param name="uid">The humanoid entity's UID</param>
|
|
/// <param name="profile">The profile to load.</param>
|
|
/// <param name="humanoid">The humanoid entity's humanoid component.</param>
|
|
/// <remarks>
|
|
/// This should not be used if the entity is owned by the server. The server will otherwise
|
|
/// override this with the appearance data it sends over.
|
|
/// </remarks>
|
|
public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (profile == null)
|
|
return;
|
|
|
|
if (!Resolve(uid, ref humanoid))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var customBaseLayers = new Dictionary<HumanoidVisualLayers, CustomBaseLayerInfo>();
|
|
|
|
var speciesPrototype = _prototypeManager.Index<SpeciesPrototype>(profile.Species);
|
|
var markings = new MarkingSet(speciesPrototype.MarkingPoints, _markingManager, _prototypeManager);
|
|
|
|
// Add markings that doesn't need coloring. We store them until we add all other markings that doesn't need it.
|
|
var markingFColored = new Dictionary<Marking, MarkingPrototype>();
|
|
foreach (var marking in profile.Appearance.Markings)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var prototype))
|
|
{
|
|
if (!prototype.ForcedColoring)
|
|
{
|
|
markings.AddBack(prototype.MarkingCategory, marking);
|
|
}
|
|
else
|
|
{
|
|
markingFColored.Add(marking, prototype);
|
|
}
|
|
}
|
|
}
|
|
|
|
// legacy: remove in the future?
|
|
//markings.RemoveCategory(MarkingCategories.Hair);
|
|
//markings.RemoveCategory(MarkingCategories.FacialHair);
|
|
|
|
// We need to ensure hair before applying it or coloring can try depend on markings that can be invalid
|
|
var hairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.Hair, out var hairAlpha, _prototypeManager)
|
|
? profile.Appearance.SkinColor.WithAlpha(hairAlpha)
|
|
: profile.Appearance.HairColor;
|
|
|
|
var hairMarkingEffects = profile.Appearance.HairMarkingEffect != null
|
|
? new List<MarkingEffect> { profile.Appearance.HairMarkingEffect }
|
|
: new List<MarkingEffect>();
|
|
|
|
var hair = new Marking(profile.Appearance.HairStyleId,
|
|
new[] { hairColor },
|
|
hairMarkingEffects);
|
|
|
|
var facialHairMarkingEffects = profile.Appearance.FacialHairMarkingEffect != null
|
|
? new List<MarkingEffect> { profile.Appearance.FacialHairMarkingEffect }
|
|
: new List<MarkingEffect>();
|
|
|
|
var facialHairColor = _markingManager.MustMatchSkin(profile.Species, HumanoidVisualLayers.FacialHair, out var facialHairAlpha, _prototypeManager)
|
|
? profile.Appearance.SkinColor.WithAlpha(facialHairAlpha)
|
|
: profile.Appearance.FacialHairColor;
|
|
var facialHair = new Marking(profile.Appearance.FacialHairStyleId,
|
|
new[] { facialHairColor },
|
|
facialHairMarkingEffects);
|
|
|
|
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, hair, _prototypeManager))
|
|
{
|
|
markings.AddBack(MarkingCategories.Hair, hair);
|
|
}
|
|
if (_markingManager.CanBeApplied(profile.Species, profile.Sex, facialHair, _prototypeManager))
|
|
{
|
|
markings.AddBack(MarkingCategories.FacialHair, facialHair);
|
|
}
|
|
|
|
// Finally adding marking with forced colors
|
|
foreach (var (marking, prototype) in markingFColored)
|
|
{
|
|
var markingColors = MarkingColoring.GetMarkingLayerColors(
|
|
prototype,
|
|
profile.Appearance.SkinColor,
|
|
profile.Appearance.EyeColor,
|
|
markings
|
|
);
|
|
markings.AddBack(prototype.MarkingCategory, new Marking(marking.MarkingId, markingColors));
|
|
}
|
|
|
|
markings.EnsureSpecies(profile.Species, profile.Appearance.SkinColor, _markingManager, _prototypeManager);
|
|
markings.EnsureSexes(profile.Sex, _markingManager);
|
|
markings.EnsureDefault(
|
|
profile.Appearance.SkinColor,
|
|
profile.Appearance.EyeColor,
|
|
_markingManager);
|
|
|
|
DebugTools.Assert(IsClientSide(uid));
|
|
|
|
humanoid.MarkingSet = markings;
|
|
humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
|
|
humanoid.HiddenLayers = new Dictionary<HumanoidVisualLayers, SlotFlags>();
|
|
humanoid.CustomBaseLayers = customBaseLayers;
|
|
humanoid.Sex = profile.Sex;
|
|
humanoid.Gender = profile.Gender;
|
|
humanoid.Age = profile.Age;
|
|
humanoid.BodyType = profile.BodyType;
|
|
humanoid.Species = profile.Species;
|
|
humanoid.SkinColor = profile.Appearance.SkinColor;
|
|
humanoid.EyeColor = profile.Appearance.EyeColor;
|
|
humanoid.Width = profile.Appearance.Width; // Sunrise
|
|
humanoid.Height = profile.Appearance.Height; // Sunrise
|
|
|
|
UpdateSprite((uid, humanoid, Comp<SpriteComponent>(uid)));
|
|
}
|
|
|
|
private void ApplyMarkingSet(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
|
|
{
|
|
var humanoid = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
// I am lazy and I CBF resolving the previous mess, so I'm just going to nuke the markings.
|
|
// Really, markings should probably be a separate component altogether.
|
|
ClearAllMarkings(entity);
|
|
|
|
//var censorNudity = _configurationManager.GetCVar(CCVars.AccessibilityClientCensorNudity) ||
|
|
// _configurationManager.GetCVar(CCVars.AccessibilityServerCensorNudity);
|
|
// The reason we're splitting this up is in case the character already has undergarment equipped in that slot.
|
|
//var applyUndergarmentTop = censorNudity;
|
|
//var applyUndergarmentBottom = censorNudity;
|
|
|
|
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var markingPrototype))
|
|
{
|
|
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, entity, marking.MarkingEffects); // Sunrise-Edit
|
|
//if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentTop)
|
|
// applyUndergarmentTop = false;
|
|
//else if (markingPrototype.BodyPart == HumanoidVisualLayers.UndergarmentBottom)
|
|
// applyUndergarmentBottom = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
humanoid.ClientOldMarkings = new MarkingSet(humanoid.MarkingSet);
|
|
|
|
//AddUndergarments(entity, applyUndergarmentTop, applyUndergarmentBottom);
|
|
}
|
|
|
|
private void ClearAllMarkings(Entity<HumanoidAppearanceComponent, SpriteComponent> entity)
|
|
{
|
|
var humanoid = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
foreach (var markingList in humanoid.ClientOldMarkings.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
RemoveMarking(marking, (entity, sprite));
|
|
}
|
|
}
|
|
|
|
humanoid.ClientOldMarkings.Clear();
|
|
|
|
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
RemoveMarking(marking, (entity, sprite));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void RemoveMarking(Marking marking, Entity<SpriteComponent> spriteEnt)
|
|
{
|
|
if (!_markingManager.TryGetMarking(marking, out var prototype))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var sprite in prototype.Sprites)
|
|
{
|
|
if (sprite is not SpriteSpecifier.Rsi rsi)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var layerId = $"{marking.MarkingId}-{rsi.RsiState}";
|
|
if (!_sprite.LayerMapTryGet(spriteEnt.AsNullable(), layerId, out var index, false))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
_sprite.LayerMapRemove(spriteEnt.AsNullable(), layerId);
|
|
_sprite.RemoveLayer(spriteEnt.AsNullable(), index);
|
|
}
|
|
}
|
|
|
|
// private void AddUndergarments(Entity<HumanoidAppearanceComponent, SpriteComponent> entity, bool undergarmentTop, bool undergarmentBottom)
|
|
// {
|
|
// var humanoid = entity.Comp1;
|
|
//
|
|
// if (undergarmentTop && humanoid.UndergarmentTop != null)
|
|
// {
|
|
// var marking = new Marking(humanoid.UndergarmentTop, new List<Color> { new Color() });
|
|
// if (_markingManager.TryGetMarking(marking, out var prototype))
|
|
// {
|
|
// // Markings are added to ClientOldMarkings because otherwise it causes issues when toggling the feature on/off.
|
|
// humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentTop, new List<Marking> { marking });
|
|
// ApplyMarking(prototype, null, true, entity);
|
|
// }
|
|
// }
|
|
//
|
|
// if (undergarmentBottom && humanoid.UndergarmentBottom != null)
|
|
// {
|
|
// var marking = new Marking(humanoid.UndergarmentBottom, new List<Color> { new Color() });
|
|
// if (_markingManager.TryGetMarking(marking, out var prototype))
|
|
// {
|
|
// humanoid.ClientOldMarkings.Markings.Add(MarkingCategories.UndergarmentBottom, new List<Marking> { marking });
|
|
// ApplyMarking(prototype, null, true, entity);
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
public void ApplyMarking(MarkingPrototype markingPrototype, // Sunrise-Edit
|
|
IReadOnlyList<Color>? colors,
|
|
bool visible,
|
|
Entity<HumanoidAppearanceComponent, SpriteComponent> entity,
|
|
IReadOnlyList<MarkingEffect>? markingEffects = null)
|
|
{
|
|
var humanoid = entity.Comp1;
|
|
var sprite = entity.Comp2;
|
|
|
|
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), markingPrototype.BodyPart, out var targetLayer, false))
|
|
{
|
|
return;
|
|
}
|
|
|
|
visible &= !IsHidden(humanoid, markingPrototype.BodyPart);
|
|
visible &= humanoid.BaseLayers.TryGetValue(markingPrototype.BodyPart, out var setting)
|
|
&& setting.AllowsMarkings;
|
|
|
|
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
|
|
{
|
|
var markingSprite = markingPrototype.Sprites[j];
|
|
|
|
if (markingSprite is not SpriteSpecifier.Rsi rsi)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
|
|
|
|
if (!_sprite.LayerMapTryGet((entity.Owner, sprite), layerId, out _, false))
|
|
{
|
|
var layer = _sprite.AddLayer((entity.Owner, sprite), markingSprite, targetLayer + j + 1);
|
|
_sprite.LayerMapSet((entity.Owner, sprite), layerId, layer);
|
|
_sprite.LayerSetSprite((entity.Owner, sprite), layerId, rsi);
|
|
}
|
|
|
|
_sprite.LayerSetVisible((entity.Owner, sprite), layerId, visible);
|
|
|
|
if (!visible || setting == null) // this is kinda implied
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Sunrise-Edit-Start
|
|
// // Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
|
|
// // and we need to check the index is correct.
|
|
// // So if that happens just default to white?
|
|
// if (colors != null && j < colors.Count)
|
|
// {
|
|
// _sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
|
|
// }
|
|
// else
|
|
// {
|
|
// _sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
|
|
// }
|
|
|
|
ShaderInstance? shaderOverride = null;
|
|
|
|
|
|
if (markingEffects != null && j < markingEffects.Count && markingEffects[j].Type != MarkingEffectType.Color)
|
|
{
|
|
float texWidth = sprite.AllLayers.Max(x => x.PixelSize.X);
|
|
float texHeight = sprite.AllLayers.Max(x => x.PixelSize.Y);
|
|
var shaderName = markingEffects[j].Type.ToString();
|
|
var instance = _prototypeManager.Index<ShaderPrototype>(shaderName).InstanceUnique();
|
|
shaderOverride = instance;
|
|
|
|
instance.ApplyShaderParams(markingEffects[j], new Vector2(texWidth, texHeight));
|
|
|
|
sprite.LayerSetShader(layerId, instance);
|
|
_sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
|
|
}
|
|
else
|
|
{
|
|
if (colors != null && j < colors.Count)
|
|
{
|
|
_sprite.LayerSetColor((entity.Owner, sprite), layerId, colors[j]);
|
|
}
|
|
else
|
|
{
|
|
_sprite.LayerSetColor((entity.Owner, sprite), layerId, Color.White);
|
|
}
|
|
}
|
|
//Sunrise-Edit-End
|
|
|
|
var displacementData = GetMarkingDisplacement(entity.Owner, markingPrototype.BodyPart, humanoid);
|
|
if (displacementData != null && markingPrototype.CanBeDisplaced)
|
|
{
|
|
// TODO: в шейдер нужно ещё вставлять displacementSize, сейчас в нём хардкод 127
|
|
|
|
// TODO: костыль пиздец, когда появится возможность устанавливать 2 шейдера на один леер - удалить эту хуйню (shaderOverride)
|
|
_displacement.TryAddDisplacement(displacementData, (entity.Owner, sprite), targetLayer + j + 1, layerId, out _, shaderOverride); // Sunrise-Edit
|
|
}
|
|
}
|
|
}
|
|
|
|
private DisplacementData? GetMarkingDisplacement(EntityUid uid, HumanoidVisualLayers layer, HumanoidAppearanceComponent humanoid)
|
|
{
|
|
string? bodyTypeName = null;
|
|
if (TryComp(uid, out HumanoidAppearanceComponent? humanoidComp))
|
|
{
|
|
bodyTypeName = _prototypeManager.Index(humanoidComp.BodyType).Name;
|
|
}
|
|
|
|
var sex = humanoid.Sex;
|
|
|
|
// First try to get body type and sex specific displacement maps
|
|
if (bodyTypeName != null && humanoid.BodyTypeSexMarkingsDisplacement.TryGetValue(bodyTypeName, out var bodyTypeSexDisplacements))
|
|
{
|
|
if (bodyTypeSexDisplacements.TryGetValue(sex, out var sexDisplacements))
|
|
{
|
|
if (sexDisplacements.TryGetValue(layer, out var bodyTypeSexDisplacement))
|
|
return bodyTypeSexDisplacement;
|
|
}
|
|
}
|
|
|
|
// Then try body type specific displacement maps
|
|
if (bodyTypeName != null && humanoid.BodyTypeMarkingsDisplacement.TryGetValue(bodyTypeName, out var bodyTypeDisplacements))
|
|
{
|
|
if (bodyTypeDisplacements.TryGetValue(layer, out var bodyTypeDisplacement))
|
|
return bodyTypeDisplacement;
|
|
}
|
|
|
|
// Try sex specific displacement maps
|
|
if (humanoid.SexMarkingsDisplacement.TryGetValue(sex, out var sexSpecificDisplacements))
|
|
{
|
|
if (sexSpecificDisplacements.TryGetValue(layer, out var sexDisplacement))
|
|
return sexDisplacement;
|
|
}
|
|
|
|
// Fall back to the original logic
|
|
return humanoid.MarkingsDisplacement.TryGetValue(layer, out var displacement) ? displacement : null;
|
|
}
|
|
|
|
public override void SetSkinColor(EntityUid uid, Color skinColor, bool sync = true, bool verify = true, HumanoidAppearanceComponent? humanoid = null)
|
|
{
|
|
if (!Resolve(uid, ref humanoid) || humanoid.SkinColor == skinColor)
|
|
return;
|
|
|
|
base.SetSkinColor(uid, skinColor, false, verify, humanoid);
|
|
|
|
if (!TryComp(uid, out SpriteComponent? sprite))
|
|
return;
|
|
|
|
foreach (var (layer, spriteInfo) in humanoid.BaseLayers)
|
|
{
|
|
if (!spriteInfo.MatchSkin)
|
|
continue;
|
|
|
|
var index = _sprite.LayerMapReserve((uid, sprite), layer);
|
|
sprite[index].Color = skinColor.WithAlpha(spriteInfo.LayerAlpha);
|
|
}
|
|
}
|
|
|
|
public override void SetLayerVisibility(
|
|
Entity<HumanoidAppearanceComponent> ent,
|
|
HumanoidVisualLayers layer,
|
|
bool visible,
|
|
SlotFlags? slot,
|
|
ref bool dirty)
|
|
{
|
|
base.SetLayerVisibility(ent, layer, visible, slot, ref dirty);
|
|
|
|
var sprite = Comp<SpriteComponent>(ent);
|
|
if (!_sprite.LayerMapTryGet((ent.Owner, sprite), layer, out var index, false))
|
|
{
|
|
if (!visible)
|
|
return;
|
|
index = _sprite.LayerMapReserve((ent.Owner, sprite), layer);
|
|
}
|
|
|
|
var spriteLayer = sprite[index];
|
|
if (spriteLayer.Visible == visible)
|
|
return;
|
|
|
|
spriteLayer.Visible = visible;
|
|
|
|
// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
|
|
// Just a week away...
|
|
|
|
foreach (var markingList in ent.Comp.MarkingSet.Markings.Values)
|
|
{
|
|
foreach (var marking in markingList)
|
|
{
|
|
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
|
|
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, (ent, ent.Comp, sprite), marking.MarkingEffects); // Sunrise-Edit
|
|
}
|
|
}
|
|
}
|
|
}
|