Fix random clothing slots being able to hide character's nose and hair (#26708)
Fix bug and formatting
This commit is contained in:
@@ -91,7 +91,7 @@ public abstract class ClothingSystem : EntitySystem
|
|||||||
|
|
||||||
private void ToggleVisualLayer(EntityUid equipee, HumanoidVisualLayers layer, string tag)
|
private void ToggleVisualLayer(EntityUid equipee, HumanoidVisualLayers layer, string tag)
|
||||||
{
|
{
|
||||||
InventorySystem.InventorySlotEnumerator enumerator = _invSystem.GetSlotEnumerator(equipee);
|
InventorySystem.InventorySlotEnumerator enumerator = _invSystem.GetSlotEnumerator(equipee, SlotFlags.HEAD ^ SlotFlags.MASK);
|
||||||
bool shouldLayerShow = true;
|
bool shouldLayerShow = true;
|
||||||
|
|
||||||
while (enumerator.NextItem(out EntityUid item))
|
while (enumerator.NextItem(out EntityUid item))
|
||||||
@@ -164,7 +164,7 @@ public abstract class ClothingSystem : EntitySystem
|
|||||||
{
|
{
|
||||||
if (args.Handled || args.Cancelled || args.Target is not { } target)
|
if (args.Handled || args.Cancelled || args.Target is not { } target)
|
||||||
return;
|
return;
|
||||||
args.Handled = _invSystem.TryEquip(args.User, target, ent, args.Slot, clothing: ent.Comp, predicted: true, checkDoafter: false);
|
args.Handled = _invSystem.TryEquip(args.User, target, ent, args.Slot, clothing: ent.Comp, predicted: true, checkDoafter: false);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnUnequipDoAfter(Entity<ClothingComponent> ent, ref ClothingUnequipDoAfterEvent args)
|
private void OnUnequipDoAfter(Entity<ClothingComponent> ent, ref ClothingUnequipDoAfterEvent args)
|
||||||
|
|||||||
Reference in New Issue
Block a user