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* Fix hideable humanoid layers * test maintenance coin * clean return * voxes can no longer have human beards * voxes fixes * voxing out --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
30 lines
1.1 KiB
C#
30 lines
1.1 KiB
C#
using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Humanoid;
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[NetworkedComponent, RegisterComponent, AutoGenerateComponentState(true)]
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[Access(typeof(SharedHideableHumanoidLayersSystem))]
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public sealed partial class HideableHumanoidLayersComponent : Component
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{
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/// <summary>
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/// A map of the visual layers currently hidden to the equipment
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/// slots that are currently hiding them. This will affect the base
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/// sprite on this humanoid layer, and any markings that sit above it.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Dictionary<HumanoidVisualLayers, SlotFlags> HiddenLayers = new();
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/// <summary>
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/// Client only - which layers were last hidden
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/// </summary>
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[ViewVariables]
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public HashSet<HumanoidVisualLayers> LastHiddenLayers = new();
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}
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/// <summary>
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/// Raised on an entity when one of its humanoid layers changes its visibility
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/// </summary>
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[ByRefEvent]
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public readonly record struct HumanoidLayerVisibilityChangedEvent(HumanoidVisualLayers Layer, bool Visible);
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