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Prevent random slots from hiding character noses and hair #1028

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wants to merge 11 commits into from
4 changes: 2 additions & 2 deletions Content.Shared/Clothing/EntitySystems/ClothingSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@ private void QuickEquip(

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;

while (enumerator.NextItem(out EntityUid item))
Expand Down Expand Up @@ -164,7 +164,7 @@ private void OnEquipDoAfter(Entity<ClothingComponent> ent, ref ClothingEquipDoAf
{
if (args.Handled || args.Cancelled || args.Target is not { } target)
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)
Expand Down
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