Species specific jumpsuit sprite fixes (#12552)

This commit is contained in:
Leon Friedrich
2022-11-12 14:57:18 +13:00
committed by GitHub
parent 7e886a56b0
commit 35015795a4
3 changed files with 7 additions and 4 deletions

View File

@@ -298,6 +298,11 @@ public sealed class ClientClothingSystem : ClothingSystem
layer.SetRsi(clothingSprite.BaseRSI);
}
// Another "temporary" fix for clothing stencil masks.
// Sprite layer redactor when
if (slot == "jumpsuit")
layerData.Shader ??= "StencilDraw";
sprite.LayerSetData(index, layerData);
layer.Offset += slotDef.Offset;
}

View File

@@ -9,10 +9,6 @@
slots: [innerclothing]
equipSound:
path: /Audio/Items/jumpsuit_equip.ogg
clothingVisuals:
jumpsuit:
- state: equipped-INNERCLOTHING
shader: StencilDraw
- type: Butcherable
butcheringType: Knife
spawned:

View File

@@ -106,6 +106,8 @@
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
- shader: StencilClear
sprite: Mobs/Species/Human/parts.rsi #PJB on stencil clear being on the left leg: "...this is 'fine'" -https://github.com/space-wizards/space-station-14/pull/12217#issuecomment-1291677115
# its fine, but its still very stupid that it has to be done like this instead of allowing sprites to just directly insert a stencil clear.
# sprite refactor when
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]