Chameleon controller implant (Clothing fast switch) (#33887)

* Add the chameleon controller implant

* address the issues (Git please dont kill me)

* Address the review and fix some merge conflicts!

* Cleanup

* Add use delay

* Silly mistakes

* Making a PR at 2 am: Gone wrong

* Predict use delay and disable the buttons until you can choose another

* First phase custom clothing

* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well

* Address the review! No more evil goto

* Slams way is better I should have read more closely xD

* Some of the jobs

* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs

* Add everything else

* Fix test

* Job name

* This looks better

* Add department organization

* Minor cleanup

* Added some mindshields

* Remove redudent comment and change funcion name to be clearer

* Fix cluwne outfit

* fix merge conflicts

---------

Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
This commit is contained in:
beck-thompson
2025-05-30 03:07:25 -07:00
committed by GitHub
parent fa3468270e
commit 05fac53de6
79 changed files with 1437 additions and 3 deletions

View File

@@ -179,4 +179,34 @@ public abstract class SharedStationSpawningSystem : EntitySystem
RaiseLocalEvent(entity, ref ev);
}
}
/// <summary>
/// Gets all the gear for a given slot when passed a loadout.
/// </summary>
/// <param name="loadout">The loadout to look through.</param>
/// <param name="slot">The slot that you want the clothing for.</param>
/// <returns>
/// If there is a value for the given slot, it will return the proto id for that slot.
/// If nothing was found, will return null
/// </returns>
public string? GetGearForSlot(RoleLoadout? loadout, string slot)
{
if (loadout == null)
return null;
foreach (var group in loadout.SelectedLoadouts)
{
foreach (var items in group.Value)
{
if (!PrototypeManager.TryIndex(items.Prototype, out var loadoutPrototype))
return null;
var gear = ((IEquipmentLoadout) loadoutPrototype).GetGear(slot);
if (gear != string.Empty)
return gear;
}
}
return null;
}
}