* Import bird sprites and define basic mob.

* SKREEEEEEEEE

* Move hair styles to new sprite accessory prototypes.

Basic stuff, no multi-species stuff yet.

* Vox hair styles and clothes

* Make HumanoidCharacterProfile.Default() a static default to fix tests.

Usages that wanted the previous random behavior now call Random().

* Remove names from hair style prototypes.

(They're in localization files)

* Update Content.Shared/Actions/ActionType.cs

(sk)reeee github

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Pieter-Jan Briers
2021-03-28 08:26:32 +02:00
committed by GitHub
parent 5ed935f30a
commit 0ac4c0e85c
101 changed files with 2440 additions and 505 deletions

View File

@@ -61,7 +61,7 @@ namespace Content.Client.GameObjects.Components.Clothing
set => _femaleMask = value;
}
public (RSI rsi, RSI.StateId stateId)? GetEquippedStateInfo(EquipmentSlotDefines.SlotFlags slot)
public (RSI rsi, RSI.StateId stateId)? GetEquippedStateInfo(EquipmentSlotDefines.SlotFlags slot, string? speciesId=null)
{
if (RsiPath == null)
{
@@ -77,6 +77,15 @@ namespace Content.Client.GameObjects.Components.Clothing
var prefix = ClothingEquippedPrefix ?? EquippedPrefix;
var stateId = prefix != null ? $"{prefix}-equipped-{slot}" : $"equipped-{slot}";
if (speciesId != null)
{
var speciesState = $"{stateId}-{speciesId}";
if (rsi.TryGetState(speciesState, out _))
{
return (rsi, speciesState);
}
}
if (rsi.TryGetState(stateId, out _))
{
return (rsi, stateId);