Merge remote-tracking branch 'upstream/master' into ed-20-11-2024-upstream-sync
# Conflicts: # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Traits/TraitSystem.cs # Content.Shared/CCVar/CCVars.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Resources/Maps/box.yml # Resources/Maps/core.yml
This commit is contained in:
@@ -65,6 +65,7 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<ClothingComponent, GetEquipmentVisualsEvent>(OnGetVisuals);
|
||||
SubscribeLocalEvent<ClothingComponent, InventoryTemplateUpdated>(OnInventoryTemplateUpdated);
|
||||
|
||||
SubscribeLocalEvent<InventoryComponent, VisualsChangedEvent>(OnVisualsChanged);
|
||||
SubscribeLocalEvent<SpriteComponent, DidUnequipEvent>(OnDidUnequip);
|
||||
@@ -77,11 +78,7 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
if (args.Sprite == null)
|
||||
return;
|
||||
|
||||
var enumerator = _inventorySystem.GetSlotEnumerator((uid, component));
|
||||
while (enumerator.NextItem(out var item, out var slot))
|
||||
{
|
||||
RenderEquipment(uid, item, slot.Name, component);
|
||||
}
|
||||
UpdateAllSlots(uid, component);
|
||||
|
||||
// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
|
||||
if (args.Sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
|
||||
@@ -91,6 +88,23 @@ public sealed class ClientClothingSystem : ClothingSystem
|
||||
}
|
||||
}
|
||||
|
||||
private void OnInventoryTemplateUpdated(Entity<ClothingComponent> ent, ref InventoryTemplateUpdated args)
|
||||
{
|
||||
UpdateAllSlots(ent.Owner, clothing: ent.Comp);
|
||||
}
|
||||
|
||||
private void UpdateAllSlots(
|
||||
EntityUid uid,
|
||||
InventoryComponent? inventoryComponent = null,
|
||||
ClothingComponent? clothing = null)
|
||||
{
|
||||
var enumerator = _inventorySystem.GetSlotEnumerator((uid, inventoryComponent));
|
||||
while (enumerator.NextItem(out var item, out var slot))
|
||||
{
|
||||
RenderEquipment(uid, item, slot.Name, inventoryComponent, clothingComponent: clothing);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
|
||||
{
|
||||
if (!TryComp(args.Equipee, out InventoryComponent? inventory))
|
||||
|
||||
Reference in New Issue
Block a user