Fix humanoid appearances for placement manager (#18291)
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35
Content.Shared/Clothing/LoadoutSystem.cs
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35
Content.Shared/Clothing/LoadoutSystem.cs
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using Content.Shared.Clothing.Components;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.Clothing;
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/// <summary>
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/// Assigns a loadout to an entity based on the startingGear prototype
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/// </summary>
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public sealed class LoadoutSystem : EntitySystem
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{
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// Shared so we can predict it for placement manager.
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[Dependency] private readonly SharedStationSpawningSystem _station = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args)
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{
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if (component.Prototypes == null)
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return;
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var proto = _protoMan.Index<StartingGearPrototype>(_random.Pick(component.Prototypes));
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_station.EquipStartingGear(uid, proto, null);
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}
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}
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