Makes Eyepatches Flippable (#26277)
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48
Content.Client/Clothing/FlippableClothingVisualizerSystem.cs
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48
Content.Client/Clothing/FlippableClothingVisualizerSystem.cs
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Foldable;
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using Content.Shared.Item;
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using Robust.Client.GameObjects;
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namespace Content.Client.Clothing;
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public sealed class FlippableClothingVisualizerSystem : VisualizerSystem<FlippableClothingVisualsComponent>
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{
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[Dependency] private readonly SharedItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlippableClothingVisualsComponent, GetEquipmentVisualsEvent>(OnGetVisuals, after: [typeof(ClothingSystem)]);
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SubscribeLocalEvent<FlippableClothingVisualsComponent, FoldedEvent>(OnFolded);
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}
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private void OnFolded(Entity<FlippableClothingVisualsComponent> ent, ref FoldedEvent args)
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{
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_itemSys.VisualsChanged(ent);
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}
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private void OnGetVisuals(Entity<FlippableClothingVisualsComponent> ent, ref GetEquipmentVisualsEvent args)
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{
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if (!TryComp(ent, out SpriteComponent? sprite) ||
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!TryComp(ent, out ClothingComponent? clothing))
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return;
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if (clothing.MappedLayer == null ||
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!AppearanceSystem.TryGetData<bool>(ent, FoldableSystem.FoldedVisuals.State, out var folding) ||
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!sprite.LayerMapTryGet(folding ? ent.Comp.FoldingLayer : ent.Comp.UnfoldingLayer, out var idx))
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return;
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// add each layer to the visuals
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var spriteLayer = sprite[idx];
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foreach (var layer in args.Layers)
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{
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if (layer.Item1 != clothing.MappedLayer)
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continue;
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layer.Item2.Scale = spriteLayer.Scale;
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}
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}
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}
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