using SS14.Shared.Serialization; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; namespace Content.Server.GameObjects { public class ClothingComponent : ItemComponent { public override string Name => "Clothing"; public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required private List slotstrings = new List(); //serialization public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); // TODO: Writing. serializer.DataReadFunction("Slots", new List(0), list => { foreach (var slotflagsloaded in slotstrings) { SlotFlags |= (SlotFlags)Enum.Parse(typeof(SlotFlags), slotflagsloaded.ToUpper()); } }); } } }