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>
This commit is contained in:
paige404
2025-03-20 09:30:47 -04:00
committed by GitHub
parent 65f393bb14
commit 2e7f01b99e
20 changed files with 370 additions and 184 deletions

View File

@@ -58,7 +58,7 @@ public sealed class LungSystem : EntitySystem
private void OnMaskToggled(Entity<BreathToolComponent> ent, ref ItemMaskToggledEvent args)
{
if (args.IsToggled || args.IsEquip)
if (args.Mask.Comp.IsToggled)
{
_atmos.DisconnectInternals(ent);
}
@@ -69,7 +69,7 @@ public sealed class LungSystem : EntitySystem
if (TryComp(args.Wearer, out InternalsComponent? internals))
{
ent.Comp.ConnectedInternalsEntity = args.Wearer;
_internals.ConnectBreathTool((args.Wearer, internals), ent);
_internals.ConnectBreathTool((args.Wearer.Value, internals), ent);
}
}
}