Working flashlight for hard hats (#2599)
* Add verb to toggle flashlight * Playing with hand-held light for hard hat * ClothingEquippedPrefix will update players sprite when changed * Make abstract prototype for hardhat and fixed hardhat orange sprites * Fixed all other hard hats * Fixed requested changes * Restore prototype and sprites changes * Nullables * That's actually nullable Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,9 +1,13 @@
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using Content.Client.GameObjects.Components.Items;
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#nullable enable
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using Content.Client.GameObjects.Components.HUD.Inventory;
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using Content.Client.GameObjects.Components.Items;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Client.Graphics;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -18,8 +22,29 @@ namespace Content.Client.GameObjects.Components.Clothing
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public override string Name => "Clothing";
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public override uint? NetID => ContentNetIDs.CLOTHING;
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private string? _clothingEquippedPrefix;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ClothingEquippedPrefix { get; set; }
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public string? ClothingEquippedPrefix
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{
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get => _clothingEquippedPrefix;
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set
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{
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if (_clothingEquippedPrefix == value)
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return;
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_clothingEquippedPrefix = value;
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if (!Owner.TryGetContainer(out IContainer? container))
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return;
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if (!container.Owner.TryGetComponent(out ClientInventoryComponent? inventory))
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return;
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if (!inventory.TryFindItemSlots(Owner, out EquipmentSlotDefines.Slots? slots))
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return;
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inventory.SetSlotVisuals(slots.Value, Owner);
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public FemaleClothingMask FemaleMask
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@@ -54,7 +79,7 @@ namespace Content.Client.GameObjects.Components.Clothing
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return null;
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState == null)
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return;
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