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- using Content.Shared.Humanoid;
- using Content.Shared.Inventory;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Clothing.Components;
- [RegisterComponent, NetworkedComponent]
- public sealed partial class FoldableClothingComponent : Component
- {
- /// <summary>
- /// Which slots does this fit into when folded?
- /// </summary>
- [DataField]
- public SlotFlags? FoldedSlots;
- /// <summary>
- /// Which slots does this fit into when unfolded?
- /// </summary>
- [DataField]
- public SlotFlags? UnfoldedSlots;
- /// <summary>
- /// What equipped prefix does this have while in folded form?
- /// </summary>
- [DataField]
- public string? FoldedEquippedPrefix;
- /// <summary>
- /// What held prefix does this have while in folded form?
- /// </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();
- }
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