Modular weapon crafting WIP (#611)
* data initalizing * modular assembling * grips and blades sprites * first prototypes * jewerly decoration * disassemble modular weapon * grip start stats * blade modifiers * inhand sprites generation * resprites inhand, add sickle, add attempt modify size * auto inhand sprite parsing * icon default parsing * spear blade * mace ball * sword blade * sharedization + autonetwork hotswipe * wielding sprite support! * iron long grip * wielded sickle, fix ERROR sprite if state not added * Update grips.yml * wielded spear + ruby rework * wielding damage bonus modifier * modular size fix * fix storedOffset rotation * parts offset * fix inheriting modifiers * some bugfix and balance tweaks * DPS Meter * fix dividing by zero * rebalance * replace baseknife to modular knife. Delete ice knife spell * sickle and mace modular replace * modular spear & sword replacement. add wielded icons * Update CP14DPSMeterSystem.cs * back to serverization * grip disassemble drop again * clothing sprite generation code * back slot long grips and mace * remove jewerly slot, add more clothing states * finish clothing states * shovel modular * YEEEEE * anvil modular craft * bugfixes * more integration check fixes
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@@ -55,6 +55,15 @@ public abstract class SharedItemSystem : EntitySystem
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Dirty(uid, component);
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}
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public void SetStoredOffset(EntityUid uid, Vector2i newOffset, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.StoredOffset = newOffset;
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Dirty(uid, component);
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}
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public void SetHeldPrefix(EntityUid uid, string? heldPrefix, bool force = false, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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