Fix unintentional inventory relayed event handling (#10934)

* Add InventoryRelayedEvent<TEvent>

* implement relays

* typos

* a
This commit is contained in:
Leon Friedrich
2022-10-24 21:04:49 +13:00
committed by GitHub
parent 0b8622e9e7
commit 145471be2d
9 changed files with 53 additions and 15 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.Inventory;
using Robust.Shared.GameStates;
namespace Content.Shared.Electrocution
@@ -9,6 +10,8 @@ namespace Content.Shared.Electrocution
base.Initialize();
SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
// as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
}