Fix broken layer hiding on clothes with multiple equipment slots (#34080)
* Fix broken layer hiding on clothes with multiple equipment slots * Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more precise layer hide behavior and more CPU efficient layer toggling. * Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask) Add documentation Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage * Fix the delayed snout bug * Misc cleanup * Make `bool permanent` implicit from SlotFlags any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg. * Split into separate system Too much pasta * Remove (hopefully unnecessary) refresh * Fisk mask networking AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Keep old behaviour, use clearer names? I'm just guessing at what this was meant to do * english * Separate slot name & flag * dirty = true * fix comment * Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr * Only set mask toggled if DisableOnFold is true * FoldableClothingSystem fixes * fix bandana state * Better comment --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -65,15 +65,11 @@ public sealed class BodySystem : SharedBodySystem
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// TODO: Predict this probably.
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base.AddPart(bodyEnt, partEnt, slotId);
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if (TryComp<HumanoidAppearanceComponent>(bodyEnt, out var humanoid))
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var layer = partEnt.Comp.ToHumanoidLayers();
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if (layer != null)
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{
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var layer = partEnt.Comp.ToHumanoidLayers();
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if (layer != null)
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{
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility(
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bodyEnt, layers, visible: true, permanent: true, humanoid);
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}
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility(bodyEnt.Owner, layers, visible: true);
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}
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}
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@@ -93,8 +89,7 @@ public sealed class BodySystem : SharedBodySystem
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return;
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var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
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_humanoidSystem.SetLayersVisibility(
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bodyEnt, layers, visible: false, permanent: true, humanoid);
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_humanoidSystem.SetLayersVisibility((bodyEnt, humanoid), layers, visible: false);
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}
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public override HashSet<EntityUid> GibBody(
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