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>
This commit is contained in:
@@ -103,7 +103,7 @@ public sealed class FoldableSystem : EntitySystem
|
||||
if (_container.IsEntityInContainer(uid) && !fold.CanFoldInsideContainer)
|
||||
return false;
|
||||
|
||||
var ev = new FoldAttemptEvent();
|
||||
var ev = new FoldAttemptEvent(fold);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
return !ev.Cancelled;
|
||||
}
|
||||
@@ -157,7 +157,7 @@ public sealed class FoldableSystem : EntitySystem
|
||||
/// </summary>
|
||||
/// <param name="Cancelled"></param>
|
||||
[ByRefEvent]
|
||||
public record struct FoldAttemptEvent(bool Cancelled = false);
|
||||
public record struct FoldAttemptEvent(FoldableComponent Comp, bool Cancelled = false);
|
||||
|
||||
/// <summary>
|
||||
/// Event raised on an entity after it has been folded.
|
||||
|
||||
Reference in New Issue
Block a user