Handcuff system (#1831)
* Implemented most serverside logic * All serverside cuff logic complete * SFX, Clientside HUD stuff, Other logic. * fffff * Cuffs 1.0 * missing loc string * Cuffs are stored in the balls now. * Basic integrationtest * Support stripping menu. * rrr * Fixes * properties * gun emoji * fixes * get rid of unused * reeee * Update Content.Shared/GameObjects/ContentNetIDs.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -1,8 +1,9 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Appearance;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Content.Client.GameObjects.Components.ActionBlocking;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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@@ -49,6 +50,15 @@ namespace Content.Client.GameObjects.Components.Mobs
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sprite.LayerSetVisible(HumanoidVisualLayers.StencilMask, Sex == Sex.Female);
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if (Owner.TryGetComponent<CuffableComponent>(out var cuffed))
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, !cuffed.CanStillInteract);
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}
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else
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{
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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var hairStyle = Appearance.HairStyleName;
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if (string.IsNullOrWhiteSpace(hairStyle) || !HairStyles.HairStylesMap.ContainsKey(hairStyle))
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hairStyle = HairStyles.DefaultHairStyle;
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