Fix item/clothing visual & networking bugs (#10116)
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@@ -1,4 +1,4 @@
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using Content.Shared.Clothing.EntitySystems;
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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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@@ -10,9 +10,11 @@ namespace Content.Shared.Clothing.Components;
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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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[Access(typeof(ClothingSystem), typeof(InventorySystem))]
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public abstract class SharedClothingComponent : Component
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{
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[DataField("clothingVisuals")]
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[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)] // TODO remove execute permissions.
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public Dictionary<string, List<SharedSpriteComponent.PrototypeLayerData>> ClothingVisuals = new();
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -21,6 +23,7 @@ public abstract class SharedClothingComponent : Component
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slots", required: true)]
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[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
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public SlotFlags Slots = SlotFlags.NONE;
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -1,10 +1,14 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Clothing.EntitySystems;
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public sealed class ClothingSystem : EntitySystem
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{
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[Dependency] private readonly SharedItemSystem _itemSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -21,17 +25,30 @@ public sealed class ClothingSystem : EntitySystem
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private void OnHandleState(EntityUid uid, SharedClothingComponent component, ref ComponentHandleState args)
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{
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if (args.Current is ClothingComponentState state)
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component.EquippedPrefix = state.EquippedPrefix;
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SetEquippedPrefix(uid, state.EquippedPrefix, component);
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}
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#region Public API
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public void SetEquippedPrefix(EntityUid uid, string? prefix, SharedClothingComponent? clothing = null)
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{
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if (!Resolve(uid, ref clothing))
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if (!Resolve(uid, ref clothing, false))
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return;
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if (clothing.EquippedPrefix == prefix)
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return;
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clothing.EquippedPrefix = prefix;
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_itemSys.VisualsChanged(uid);
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Dirty(clothing);
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}
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public void SetSlots(EntityUid uid, SlotFlags slots, SharedClothingComponent? clothing = null)
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{
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if (!Resolve(uid, ref clothing))
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return;
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clothing.Slots = slots;
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Dirty(clothing);
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}
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