Merge branch 'master' into buckle-locker-fix-1262
This commit is contained in:
@@ -27,6 +27,7 @@ namespace Content.Client
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_netManager.RegisterNetMessage<MsgPreferencesAndSettings>(nameof(MsgPreferencesAndSettings),
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HandlePreferencesAndSettings);
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_netManager.RegisterNetMessage<MsgUpdateCharacter>(nameof(MsgUpdateCharacter));
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_netManager.RegisterNetMessage<MsgSelectCharacter>(nameof(MsgSelectCharacter));
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}
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public void SelectCharacter(ICharacterProfile profile)
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@@ -72,7 +72,7 @@ namespace Content.Client.GameObjects.Components
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{
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public override void Populate()
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{
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var humanFacialHairRSIPath = SharedSpriteComponent.TextureRoot / "Mob/human_facial_hair.rsi";
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var humanFacialHairRSIPath = SharedSpriteComponent.TextureRoot / "Mobs/Customization/human_facial_hair.rsi";
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var humanFacialHairRSI = ResC.GetResource<RSIResource>(humanFacialHairRSIPath).RSI;
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var styles = HairStyles.FacialHairStylesMap.ToList();
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@@ -160,7 +160,7 @@ namespace Content.Client.GameObjects.Components
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public virtual void Populate()
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{
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var humanHairRSIPath = SharedSpriteComponent.TextureRoot / "Mob/human_hair.rsi";
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var humanHairRSIPath = SharedSpriteComponent.TextureRoot / "Mobs/Customization/human_hair.rsi";
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var humanHairRSI = ResC.GetResource<RSIResource>(humanHairRSIPath).RSI;
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var styles = HairStyles.HairStylesMap.ToList();
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@@ -7,6 +7,7 @@ using Content.Shared.Interfaces;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Reflection;
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@@ -40,6 +41,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IReflectionManager _reflectionManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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public override void HandleMessage(ComponentMessage message, IComponent component)
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@@ -58,6 +60,10 @@ namespace Content.Client.GameObjects.Components.Mobs
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if(_playerManager?.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity != Owner)
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return;
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if (!(curState is OverlayEffectComponentState state) || ActiveOverlays.Equals(state.Overlays))
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{
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return;
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@@ -68,7 +74,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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private void SetEffects(List<OverlayContainer> newOverlays)
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{
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foreach (var container in ActiveOverlays.ShallowClone())
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foreach (var container in ActiveOverlays.ToArray())
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{
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if (!newOverlays.Contains(container))
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{
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