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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using Content.Shared._CP14.ModularCraft.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.ModularCraft.Components;
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/// <summary>
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/// Adds all details to the item when initializing. This is useful for spawning modular items directly when mapping or as loot in demiplanes.
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/// </summary>
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[RegisterComponent, Access(typeof(CP14SharedModularCraftSystem))]
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public sealed partial class CP14ModularCraftAutoAssembleComponent : Component
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{
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[DataField]
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public List<ProtoId<CP14ModularCraftPartPrototype>> Details = new();
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}
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