Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709)

* Update DevourSystem.cs

* Update DevourSystem.cs

* Update Content.Server/Devour/DevourSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Lyndomen
2024-06-08 01:49:42 -04:00
committed by GitHub
parent 7f1933169e
commit 1584a50a1d

View File

@@ -1,3 +1,4 @@
using Content.Server.Body.Components;
using Content.Server.Body.Systems; using Content.Server.Body.Systems;
using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components;
using Content.Shared.Devour; using Content.Shared.Devour;
@@ -15,6 +16,7 @@ public sealed class DevourSystem : SharedDevourSystem
base.Initialize(); base.Initialize();
SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter); SubscribeLocalEvent<DevourerComponent, DevourDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<DevourerComponent, BeingGibbedEvent>(OnGibContents);
} }
private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args) private void OnDoAfter(EntityUid uid, DevourerComponent component, DevourDoAfterEvent args)
@@ -45,5 +47,15 @@ public sealed class DevourSystem : SharedDevourSystem
_audioSystem.PlayPvs(component.SoundDevour, uid); _audioSystem.PlayPvs(component.SoundDevour, uid);
} }
private void OnGibContents(EntityUid uid, DevourerComponent component, ref BeingGibbedEvent args)
{
if (!component.ShouldStoreDevoured)
return;
// For some reason we have two different systems that should handle gibbing,
// and for some another reason GibbingSystem, which should empty all containers, doesn't get involved in this process
ContainerSystem.EmptyContainer(component.Stomach);
}
} }