Species specific jumpsuit sprite fixes (#12552)
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@@ -298,6 +298,11 @@ public sealed class ClientClothingSystem : ClothingSystem
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layer.SetRsi(clothingSprite.BaseRSI);
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layer.SetRsi(clothingSprite.BaseRSI);
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}
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}
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// Another "temporary" fix for clothing stencil masks.
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// Sprite layer redactor when
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if (slot == "jumpsuit")
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layerData.Shader ??= "StencilDraw";
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sprite.LayerSetData(index, layerData);
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sprite.LayerSetData(index, layerData);
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layer.Offset += slotDef.Offset;
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layer.Offset += slotDef.Offset;
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}
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}
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@@ -9,10 +9,6 @@
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slots: [innerclothing]
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slots: [innerclothing]
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equipSound:
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equipSound:
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path: /Audio/Items/jumpsuit_equip.ogg
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path: /Audio/Items/jumpsuit_equip.ogg
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clothingVisuals:
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jumpsuit:
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- state: equipped-INNERCLOTHING
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shader: StencilDraw
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- type: Butcherable
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- type: Butcherable
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butcheringType: Knife
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butcheringType: Knife
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spawned:
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spawned:
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@@ -106,6 +106,8 @@
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- map: [ "enum.HumanoidVisualLayers.LLeg" ]
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- map: [ "enum.HumanoidVisualLayers.LLeg" ]
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- shader: StencilClear
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- shader: StencilClear
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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
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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
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# 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.
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# sprite refactor when
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state: l_leg
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state: l_leg
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- shader: StencilMask
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- shader: StencilMask
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map: [ "enum.HumanoidVisualLayers.StencilMask" ]
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map: [ "enum.HumanoidVisualLayers.StencilMask" ]
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