Files
wwdpublic/Content.Client/Body/Systems/BodySystem.cs
gluesniffler 2a33691a1c Ports Shitmed Updates From Goob (#1387)
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster

# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.

(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
2025-01-13 23:01:51 +03:00

77 lines
2.5 KiB
C#

using Content.Shared.Body.Systems;
// Shitmed Change Start
using Content.Shared._Shitmed.Body.Part;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
using Content.Shared.Body.Components;
// Shitmed Change End
namespace Content.Client.Body.Systems;
public sealed class BodySystem : SharedBodySystem
{
// Shitmed Change Start
[Dependency] private readonly MarkingManager _markingManager = default!;
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];
if (markingSprite is not SpriteSpecifier.Rsi rsi)
continue;
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
if (!sprite.LayerMapTryGet(layerId, out _))
{
var layer = sprite.AddLayer(markingSprite, j + 1);
sprite.LayerMapSet(layerId, layer);
sprite.LayerSetSprite(layerId, rsi);
}
sprite.LayerSetVisible(layerId, visible);
if (!visible)
continue;
// 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);
}
}
protected override void ApplyPartMarkings(EntityUid target, BodyPartAppearanceComponent component)
{
if (!TryComp(target, out SpriteComponent? sprite))
return;
if (component.Color != null)
sprite.Color = component.Color.Value;
foreach (var (visualLayer, markingList) in component.Markings)
foreach (var marking in markingList)
{
if (!_markingManager.TryGetMarking(marking, out var markingPrototype))
continue;
ApplyMarkingToPart(markingPrototype, marking.MarkingColors, marking.Visible, sprite);
}
}
protected override void RemoveBodyMarkings(EntityUid target, BodyPartAppearanceComponent partAppearance, HumanoidAppearanceComponent bodyAppearance)
{
return;
}
// Shitmed Change End
}