Fix item/clothing visual & networking bugs (#10116)
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@@ -1,38 +1,21 @@
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using Content.Client.Items.Systems;
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using Content.Client.Items;
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using Content.Client.Light.Components;
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using Content.Shared.Item;
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using Content.Shared.Light;
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using Content.Shared.Light.Component;
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using Robust.Shared.GameStates;
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namespace Content.Client.Light;
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public sealed class HandheldLightSystem : EntitySystem
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public sealed class HandheldLightSystem : SharedHandheldLightSystem
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{
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[Dependency] private readonly ItemSystem _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<HandheldLightComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<HandheldLightComponent, ItemStatusCollectMessage>(OnGetStatusControl);
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}
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private void OnHandleState(EntityUid uid, HandheldLightComponent component, ref ComponentHandleState args)
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private static void OnGetStatusControl(EntityUid uid, HandheldLightComponent component, ItemStatusCollectMessage args)
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{
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if (args.Current is not SharedHandheldLightComponent.HandheldLightComponentState state)
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return;
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component.Level = state.Charge;
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if (state.Activated == component.Activated)
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return;
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component.Activated = state.Activated;
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// really hand-held lights should be using a separate unshaded layer. (see FlashlightVisualizer)
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// this prefix stuff is largely for backwards compatibility with RSIs/yamls that have not been updated.
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if (component.AddPrefix && TryComp(uid, out ItemComponent? item))
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{
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_itemSys.SetHeldPrefix(uid, state.Activated ? "on" : "off", item);
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}
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args.Controls.Add(new HandheldLightStatus(component));
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}
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}
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