using Microsoft.Xna.Framework; using System.Collections.Generic; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class IdCard : Pickable { public IdCard(Item item, XElement element) : base(item, element) { } public void Initialize(CharacterInfo info) { if (info == null) return; if (info.Job?.Prefab != null) { item.AddTag("jobid:" + info.Job.Prefab.Identifier); } var head = info.Head; if (info != null && head != null) { item.AddTag("gender:" + head.gender.ToString().ToLowerInvariant()); item.AddTag("race:" + head.race.ToString()); item.AddTag("headspriteid:" + info.HeadSpriteId.ToString()); item.AddTag("hairindex:" + head.HairIndex); item.AddTag("beardindex:" + head.BeardIndex); item.AddTag("moustacheindex:" + head.MoustacheIndex); item.AddTag("faceattachmentindex:" + head.FaceAttachmentIndex); if (head.SheetIndex != null) { item.AddTag("sheetindex:" + head.SheetIndex.Value.X + ";" + head.SheetIndex.Value.Y); } } } public override void Equip(Character character) { base.Equip(character); character.Info?.CheckDisguiseStatus(true, this); } public override void Unequip(Character character) { base.Unequip(character); character.Info?.CheckDisguiseStatus(true, this); } } }