* inital
* Update ClothingSystem.cs
* Update helmets.yml
foreach (HumanoidVisualLayers layer in layers)
{
if (!appearanceLayers.Contains(layer))
- break;
+ continue;
InventorySystem.InventorySlotEnumerator enumerator = _invSystem.GetSlotEnumerator(equipee);
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
- type: entity
abstract: true
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
- type: entity
abstract: true
sprite: Clothing/Head/Hardsuits/basic.rsi
- type: HideLayerClothing
slots:
+ - Hair
- Snout
+ - HeadTop
+ - HeadSide
#Atmospherics Hardsuit
- type: entity
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
- type: entity
parent: ClothingHeadHatWizardBase
- type: Tag
tags:
- WhitelistChameleon
+ - type: HideLayerClothing
+ slots:
+ - HeadTop
+ - HeadSide
#Mercenary Helmet
- type: entity
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
#Janitorial Bombsuit Helmet
- type: entity
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
#Templar Helmet
- type: entity
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
#Atmos Fire Helmet
- type: entity
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
- type: BreathMask
#Chitinous Helmet
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
- type: entity
parent: ClothingHeadHatHoodBioGeneral
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
- type: entity
parent: ClothingHeadBase
slots:
- Hair
- Snout
+ - HeadTop
+ - HeadSide
#Winter Coat Hoods
- type: entity
components:
- type: HumanoidAppearance
species: Moth
+ hideLayersOnEquip:
+ - HeadTop
- type: Hunger
- type: Thirst
- type: Icon
components:
- type: HumanoidAppearance
species: Reptilian
+ hideLayersOnEquip:
+ - Snout
+ - HeadTop
+ - HeadSide
- type: Hunger
- type: Puller
needsHands: false