// This should instead work via an event or something that gets raised to optionally modify the currently hidden layers.
// Or at the very least it should stash the old layers and restore them when unfolded.
// TODO CLOTHING fix this.
- if (ent.Comp.FoldedHideLayers.Count != 0 && TryComp<HideLayerClothingComponent>(ent.Owner, out var hideLayerComp))
+ if ((ent.Comp.FoldedHideLayers.Count != 0 || ent.Comp.UnfoldedHideLayers.Count != 0) &&
+ TryComp<HideLayerClothingComponent>(ent.Owner, out var hideLayerComp))
hideLayerComp.Slots = ent.Comp.FoldedHideLayers;
-
}
else
{
_itemSystem.SetHeldPrefix(ent.Owner, null, false, itemComp);
// TODO CLOTHING fix this.
- if (ent.Comp.UnfoldedHideLayers.Count != 0 && TryComp<HideLayerClothingComponent>(ent.Owner, out var hideLayerComp))
+ if ((ent.Comp.FoldedHideLayers.Count != 0 || ent.Comp.UnfoldedHideLayers.Count != 0) &&
+ TryComp<HideLayerClothingComponent>(ent.Owner, out var hideLayerComp))
hideLayerComp.Slots = ent.Comp.UnfoldedHideLayers;
-
}
}
}