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Merge branch 'feature/blood-cult' of https://github.com/Remuchi/Einst…
…ein-Engines into pr/1001
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namespace Content.Client.Body.Components; | ||
[RegisterComponent] | ||
public sealed partial class BrainComponent : Component { } |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,3 @@ | ||
namespace Content.Client.Body.Components; | ||
[RegisterComponent] | ||
public sealed partial class LungComponent : Component { } |
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Original file line number | Diff line number | Diff line change |
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namespace Content.Client.Body.Components; | ||
[RegisterComponent] | ||
public sealed partial class StomachComponent : Component { } |
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Original file line number | Diff line number | Diff line change |
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@@ -1,7 +1,72 @@ | ||
using Content.Shared.Body.Systems; | ||
using Content.Shared.Body.Part; | ||
using Content.Shared.Humanoid; | ||
using Content.Shared.Humanoid.Markings; | ||
using Robust.Client.GameObjects; | ||
using Robust.Shared.Utility; | ||
using Content.Shared.Body.Components; | ||
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namespace Content.Client.Body.Systems; | ||
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public sealed class BodySystem : SharedBodySystem | ||
{ | ||
[Dependency] private readonly MarkingManager _markingManager = default!; | ||
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private void ApplyMarkingToPart(MarkingPrototype markingPrototype, | ||
IReadOnlyList<Color>? colors, | ||
bool visible, | ||
SpriteComponent sprite) | ||
{ | ||
for (var j = 0; j < markingPrototype.Sprites.Count; j++) | ||
{ | ||
var markingSprite = markingPrototype.Sprites[j]; | ||
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if (markingSprite is not SpriteSpecifier.Rsi rsi) | ||
continue; | ||
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var layerId = $"{markingPrototype.ID}-{rsi.RsiState}"; | ||
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if (!sprite.LayerMapTryGet(layerId, out _)) | ||
{ | ||
var layer = sprite.AddLayer(markingSprite, j + 1); | ||
sprite.LayerMapSet(layerId, layer); | ||
sprite.LayerSetSprite(layerId, rsi); | ||
} | ||
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sprite.LayerSetVisible(layerId, visible); | ||
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if (!visible) | ||
continue; | ||
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// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid | ||
// and we need to check the index is correct. So if that happens just default to white? | ||
if (colors != null && j < colors.Count) | ||
sprite.LayerSetColor(layerId, colors[j]); | ||
else | ||
sprite.LayerSetColor(layerId, Color.White); | ||
} | ||
} | ||
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protected override void ApplyPartMarkings(EntityUid target, BodyPartAppearanceComponent component) | ||
{ | ||
if (!TryComp(target, out SpriteComponent? sprite)) | ||
return; | ||
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if (component.Color != null) | ||
sprite.Color = component.Color.Value; | ||
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foreach (var (visualLayer, markingList) in component.Markings) | ||
foreach (var marking in markingList) | ||
{ | ||
if (!_markingManager.TryGetMarking(marking, out var markingPrototype)) | ||
continue; | ||
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ApplyMarkingToPart(markingPrototype, marking.MarkingColors, marking.Visible, sprite); | ||
} | ||
} | ||
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protected override void RemoveBodyMarkings(EntityUid target, BodyPartAppearanceComponent partAppearance, HumanoidAppearanceComponent bodyAppearance) | ||
{ | ||
return; | ||
} | ||
} |
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