Fix broken layer hiding on clothes with multiple equipment slots (#34080)
* Fix broken layer hiding on clothes with multiple equipment slots * Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more precise layer hide behavior and more CPU efficient layer toggling. * Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask) Add documentation Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage * Fix the delayed snout bug * Misc cleanup * Make `bool permanent` implicit from SlotFlags any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg. * Split into separate system Too much pasta * Remove (hopefully unnecessary) refresh * Fisk mask networking AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Keep old behaviour, use clearer names? I'm just guessing at what this was meant to do * english * Separate slot name & flag * dirty = true * fix comment * Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr * Only set mask toggled if DisableOnFold is true * FoldableClothingSystem fixes * fix bandana state * Better comment --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -58,7 +58,7 @@ public sealed class LungSystem : EntitySystem
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private void OnMaskToggled(Entity<BreathToolComponent> ent, ref ItemMaskToggledEvent args)
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{
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if (args.IsToggled || args.IsEquip)
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if (args.Mask.Comp.IsToggled)
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{
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_atmos.DisconnectInternals(ent);
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}
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@@ -69,7 +69,7 @@ public sealed class LungSystem : EntitySystem
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if (TryComp(args.Wearer, out InternalsComponent? internals))
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{
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ent.Comp.ConnectedInternalsEntity = args.Wearer;
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_internals.ConnectBreathTool((args.Wearer, internals), ent);
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_internals.ConnectBreathTool((args.Wearer.Value, internals), ent);
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}
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}
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}
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