Revert "PORT: Allows Markings to Set Custom Layers for Specific Sprites (#2516)"

This reverts commit 9f39c112ad.
This commit is contained in:
hereelabs
2025-11-25 13:47:27 -05:00
parent 9f39c112ad
commit 5c034953ba
20 changed files with 48 additions and 377 deletions

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@@ -3,10 +3,6 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Humanoid
{
/// <summary>
/// These are the layer defines for the humanoid sprite system.
/// If you want to add a new layer slot to species? Scroll down~
/// </summary>
[Serializable, NetSerializable]
public enum HumanoidVisualLayers : byte
{
@@ -22,9 +18,6 @@ namespace Content.Shared.Humanoid
SnoutCover, // things layered over snouts (i.e. noses)
HeadSide, // side parts (i.e., frills)
HeadTop, // top parts (i.e., ears)
TailBehind, // FLOOF - add tails that dont have to go through a brutal cookiecutter to work
TailBehindBackpack, // imp - to layer behind backpacks, treat this like an oversuit
TailOversuit, // FLOOF - add tails that dont have to go through a brutal cookiecutter to work
Eyes,
RArm,
LArm,
@@ -41,39 +34,3 @@ namespace Content.Shared.Humanoid
}
}
/* * * * * * * * * * * * * * * * * * * * * * * * *
* HOW 2 ADD A NEW LAYER FOR MOB NON-EQUIPMENT APPEARANCE STUFF
* by Dank Elly
* Lets say you want to add something like socks to be selectable through markings
* Since people tend to have two feet, you'll actually need two new layers! one for each foot.
* First, add in the enum above a new layer slot, like so:
* LSock,
* RSock,
* Easy huh? Note that this enum does *not* define which layer in relation to other layers it will be layered!
* Next, since these'll be a whole new marking type, we'll need to add in a new marking category.
* in Content.Shared/Humanoid/Markings/MarkingCategories.cs, add in a new category for the socks
* lets assume we'll let the player pick two different socks, which means two different categories
* Its done the same way as this enum here
* Next, go to Content.Shared/Humanoid/HumanoidVisualLayersExtension.cs
* In here, find Sublayers() and add in the new layers to the switch statement
* case HumanoidVisualLayers.LFoot:
* yield return HumanoidVisualLayers.LSock;
* and so on. This will make it so if your leg/foot stops being visible, the sock will vanish as well! i think
* Next, we'll have to go through a lot of species files, to change a few things:
* speciesBaseSprites
* I'm not sure what this does, but you'll want to add in an entry under sprites for the new layer
* LSock: MobHumanoidAnyMarking <- I think this makes it selectable in the editor, and blank by default?
* RSock: MobHumanoidAnyMarking
* layers
* This is part of the species entity prototype, and this is where the sprite layering is defined.
* Note that this includes equipment layers, which means you can totally, say, have a tail sit between your suit and your backpack!
* - map: [ "enum.HumanoidVisualLayers.LFoot" ]
* - map: [ "enum.HumanoidVisualLayers.LSock" ]
* - map: [ "enum.HumanoidVisualLayers.RFoot" ]
* - map: [ "enum.HumanoidVisualLayers.RSock" ]
* This will make it so the socks are drawn on top of the feet, and not behind them.
* I'd list which files these are in, but there are a million different species files, all with the same name, in different folders
* So just search for "speciesBaseSprites" and "enum.HumanoidVisualLayers.Chest" and you'll find them all
* If you miss some, dont sweat it, someone'll point it out and then you can fix it! Hotties like you make the hottest hotfixes~
*/