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:
paige404
2025-03-20 09:30:47 -04:00
committed by GitHub
parent 65f393bb14
commit 2e7f01b99e
20 changed files with 370 additions and 184 deletions

View File

@@ -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.