using Robust.Shared.Serialization; namespace Content.Shared.Humanoid.Markings { [Serializable, NetSerializable] public enum MarkingCategories : byte { Special, Hair, FacialHair, Head, HeadTop, HeadSide, Snout, Chest, UndergarmentTop, UndergarmentBottom, Arms, Legs, Tail, Overlay } public static class MarkingCategoriesConversion { public static MarkingCategories FromHumanoidVisualLayers(HumanoidVisualLayers layer) { return layer switch { HumanoidVisualLayers.Special => MarkingCategories.Special, HumanoidVisualLayers.Hair => MarkingCategories.Hair, HumanoidVisualLayers.FacialHair => MarkingCategories.FacialHair, HumanoidVisualLayers.Head => MarkingCategories.Head, HumanoidVisualLayers.HeadTop => MarkingCategories.HeadTop, HumanoidVisualLayers.HeadSide => MarkingCategories.HeadSide, HumanoidVisualLayers.Snout => MarkingCategories.Snout, HumanoidVisualLayers.Chest => MarkingCategories.Chest, HumanoidVisualLayers.UndergarmentTop => MarkingCategories.UndergarmentTop, HumanoidVisualLayers.UndergarmentBottom => MarkingCategories.UndergarmentBottom, HumanoidVisualLayers.RArm => MarkingCategories.Arms, HumanoidVisualLayers.LArm => MarkingCategories.Arms, HumanoidVisualLayers.RHand => MarkingCategories.Arms, HumanoidVisualLayers.LHand => MarkingCategories.Arms, HumanoidVisualLayers.LLeg => MarkingCategories.Legs, HumanoidVisualLayers.RLeg => MarkingCategories.Legs, HumanoidVisualLayers.LFoot => MarkingCategories.Legs, HumanoidVisualLayers.RFoot => MarkingCategories.Legs, HumanoidVisualLayers.Tail => MarkingCategories.Tail, _ => MarkingCategories.Overlay }; } } }