Clothing/item ECS & cleanup (#9706)
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// This handles entities which can be equipped.
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/// </summary>
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[NetworkedComponent]
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public abstract class SharedClothingComponent : Component
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{
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[DataField("clothingVisuals")]
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public Dictionary<string, List<SharedSpriteComponent.PrototypeLayerData>> ClothingVisuals = new();
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("quickEquip")]
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public bool QuickEquip = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slots", required: true)]
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public SlotFlags Slots = SlotFlags.NONE;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equipSound")]
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public SoundSpecifier? EquipSound;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("unequipSound")]
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public SoundSpecifier? UnequipSound;
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[Access(typeof(ClothingSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equippedPrefix")]
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public string? EquippedPrefix;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public string? RsiPath;
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}
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[Serializable, NetSerializable]
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public sealed class ClothingComponentState : ComponentState
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{
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public string? EquippedPrefix;
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public ClothingComponentState(string? equippedPrefix)
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{
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EquippedPrefix = equippedPrefix;
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}
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}
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