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https://github.com/DeltaV-Station/Delta-v.git
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@@ -32,15 +32,21 @@ public sealed class NearsightedSystem : EntitySystem
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private void OnEquip(GotEquippedEvent args)
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{
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// Note: it would be cleaner to check if the glasses are being equipped
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// to the eyes rather than the pockets using `args.SlotFlags.HasFlag(SlotFlags.EYES)`,
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// but this field is not present on GotUnequippedEvent. This method is
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// used for both equip and unequip to make it consistent between checks.
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if (TryComp<NearsightedComponent>(args.Equipee, out var nearsighted) &&
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EnsureComp<TagComponent>(args.Equipment).Tags.Contains("GlassesNearsight"))
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EnsureComp<TagComponent>(args.Equipment).Tags.Contains("GlassesNearsight") &&
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args.Slot == "eyes")
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UpdateShader(nearsighted, true);
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}
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private void OnUnEquip(GotUnequippedEvent args)
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{
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if (TryComp<NearsightedComponent>(args.Equipee, out var nearsighted) &&
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EnsureComp<TagComponent>(args.Equipment).Tags.Contains("GlassesNearsight"))
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EnsureComp<TagComponent>(args.Equipment).Tags.Contains("GlassesNearsight") &&
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args.Slot == "eyes")
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UpdateShader(nearsighted, false);
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}
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