Files
Delta-v/Content.Shared/Humanoid/HideableHumanoidLayersComponent.cs
T
pathetic meowmeowandPrincess Cheeseballs b4e20b6d6d Fix hideable humanoid layers (#42553)
* Fix hideable humanoid layers

* test maintenance coin

* clean return

* voxes can no longer have human beards

* voxes fixes

* voxing out

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-06-29 12:43:37 +02:00

30 lines
1.1 KiB
C#

using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Humanoid;
[NetworkedComponent, RegisterComponent, AutoGenerateComponentState(true)]
[Access(typeof(SharedHideableHumanoidLayersSystem))]
public sealed partial class HideableHumanoidLayersComponent : Component
{
/// <summary>
/// A map of the visual layers currently hidden to the equipment
/// slots that are currently hiding them. This will affect the base
/// sprite on this humanoid layer, and any markings that sit above it.
/// </summary>
[DataField, AutoNetworkedField]
public Dictionary<HumanoidVisualLayers, SlotFlags> HiddenLayers = new();
/// <summary>
/// Client only - which layers were last hidden
/// </summary>
[ViewVariables]
public HashSet<HumanoidVisualLayers> LastHiddenLayers = new();
}
/// <summary>
/// Raised on an entity when one of its humanoid layers changes its visibility
/// </summary>
[ByRefEvent]
public readonly record struct HumanoidLayerVisibilityChangedEvent(HumanoidVisualLayers Layer, bool Visible);