Fix drone hat offset (#6978)

This commit is contained in:
Leon Friedrich
2022-03-04 18:02:53 +13:00
committed by GitHub
parent 255865b7b7
commit 593f890b73
9 changed files with 39 additions and 17 deletions

View File

@@ -10,9 +10,7 @@ using Content.Shared.Item;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using static Robust.Client.GameObjects.SpriteComponent;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Client.Clothing;
@@ -204,6 +202,9 @@ public sealed class ClothingSystem : EntitySystem
});
}
if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of invisible layers.
if (inventory.VisualLayerKeys.TryGetValue(slot, out var revealedLayers))
@@ -239,17 +240,20 @@ public sealed class ClothingSystem : EntitySystem
}
var index = sprite.LayerMapReserveBlank(key);
if (sprite[index] is not Layer layer)
return;
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
if (layerData.RsiPath == null
&& layerData.TexturePath == null
&& sprite[index].Rsi == null
&& layer.RSI == null
&& TryComp(equipment, out SpriteComponent? clothingSprite))
{
sprite.LayerSetRSI(index, clothingSprite.BaseRSI);
layer.SetRsi(clothingSprite.BaseRSI);
}
sprite.LayerSetData(index, layerData);
layer.Offset += slotDef.Offset;
}
RaiseLocalEvent(equipment, new EquipmentVisualsUpdatedEvent(equipee, slot, revealedLayers));

View File

@@ -1,7 +1,4 @@
using Content.Shared.Hands.Components;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using System.Collections.Generic;
namespace Content.Client.Hands
{
@@ -10,6 +7,12 @@ namespace Content.Client.Hands
[Friend(typeof(HandsSystem))]
public sealed class HandsComponent : SharedHandsComponent
{
/// <summary>
/// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these.
/// </summary>
[DataField("showInHands")]
public bool ShowInHands = true;
public HandsGui? Gui { get; set; }
/// <summary>

View File

@@ -203,6 +203,9 @@ namespace Content.Client.Hands
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
UpdateGui();
if (!handComp.ShowInHands)
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of layers.
if (handComp.RevealedLayers.TryGetValue(hand.Location, out var revealedLayers))