add the ability to override the equipped state sprite clothing system uses for custom prototypes. (#15294)
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@ -142,9 +142,15 @@ public sealed class ClientClothingSystem : ClothingSystem
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var correctedSlot = slot;
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TemporarySlotMap.TryGetValue(correctedSlot, out correctedSlot);
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var state = (clothing.EquippedPrefix == null)
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? $"equipped-{correctedSlot}"
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: $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
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var state = $"equipped-{correctedSlot}";
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if (clothing.EquippedPrefix != null)
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state = $"{clothing.EquippedPrefix}-equipped-{correctedSlot}";
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if (clothing.EquippedState != null)
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state = $"{clothing.EquippedState}";
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// species specific
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if (speciesId != null && rsi.TryGetState($"{state}-{speciesId}", out _))
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@ -40,6 +40,15 @@ public sealed class ClothingComponent : Component
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[DataField("equippedPrefix")]
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public string? EquippedPrefix;
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/// <summary>
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/// Allows the equipped state to be directly overwritten.
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/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
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/// </summary>
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[Access(typeof(ClothingSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equippedState")]
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public string? EquippedState;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public string? RsiPath;
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