+using Content.Shared.Humanoid;
using Content.Shared.Inventory;
using Robust.Shared.GameStates;
/// </summary>
[DataField]
public string? FoldedHeldPrefix;
+
+ /// <summary>
+ /// Which layers does this hide when Unfolded? See <see cref="HumanoidVisualLayers"/> and <see cref="HideLayerClothingComponent"/>
+ /// </summary>
+ [DataField]
+ public HashSet<HumanoidVisualLayers> UnfoldedHideLayers = new();
+
+ /// <summary>
+ /// Which layers does this hide when folded? See <see cref="HumanoidVisualLayers"/> and <see cref="HideLayerClothingComponent"/>
+ /// </summary>
+ [DataField]
+ public HashSet<HumanoidVisualLayers> FoldedHideLayers = new();
}
if (ent.Comp.FoldedHeldPrefix != null)
_itemSystem.SetHeldPrefix(ent.Owner, ent.Comp.FoldedHeldPrefix, false, itemComp);
+
+ if (TryComp<HideLayerClothingComponent>(ent.Owner, out var hideLayerComp))
+ hideLayerComp.Slots = ent.Comp.FoldedHideLayers;
+
}
else
{
if (ent.Comp.FoldedHeldPrefix != null)
_itemSystem.SetHeldPrefix(ent.Owner, null, false, itemComp);
+ if (TryComp<HideLayerClothingComponent>(ent.Owner, out var hideLayerComp))
+ hideLayerComp.Slots = ent.Comp.UnfoldedHideLayers;
+
}
}
}