Hardsuits, EVA suits, Firesuits, and others now protect your feet from Glass Shards (#26764)
* Hardsuits and softsuits count as having shoes for step triggers * Add softsuit tag prototype * Change to suitEVA tag * Get rid of softsuit tag, found suitEVA tag * Full pass of ShoesRequiredStepTriggerImmune * Adds check to outerClothing for ShoesRequiredStepTriggerImmune * return * fuck Dionas * Convert to comp, space dragons immune as well * Merge conflict * Merge conflict * fix leftover tags * empty spaces * turns out the dragon didn't need it * minor optimization * Add access for system, add comp to baseShoes, check slotflags for every slot besides pockets * fix * fuck it we ball --------- Co-authored-by: Plykiya <plykiya@protonmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -57,7 +57,7 @@ public sealed class ReflectSystem : EntitySystem
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if (args.Reflected)
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return;
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
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{
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if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
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continue;
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@@ -70,7 +70,7 @@ public sealed class ReflectSystem : EntitySystem
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private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
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{
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
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{
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if (!TryReflectProjectile(uid, ent, args.ProjUid))
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continue;
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@@ -222,7 +222,7 @@ public sealed class ReflectSystem : EntitySystem
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/// </summary>
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private void RefreshReflectUser(EntityUid user)
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{
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.All & ~SlotFlags.POCKET))
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.WITHOUT_POCKET))
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{
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if (!HasComp<ReflectComponent>(ent))
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continue;
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