Mega Antag Refactor (#25786)
* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
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@@ -1,16 +1,17 @@
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Station;
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public abstract class SharedStationSpawningSystem : EntitySystem
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{
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[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] protected readonly InventorySystem InventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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@@ -21,8 +22,22 @@ public abstract class SharedStationSpawningSystem : EntitySystem
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="startingGear">Starting gear to use.</param>
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear)
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public void EquipStartingGear(EntityUid entity, ProtoId<StartingGearPrototype>? startingGear)
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{
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PrototypeManager.TryIndex(startingGear, out var gearProto);
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EquipStartingGear(entity, gearProto);
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}
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/// <summary>
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/// Equips starting gear onto the given entity.
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/// </summary>
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/// <param name="entity">Entity to load out.</param>
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/// <param name="startingGear">Starting gear to use.</param>
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public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear)
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{
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if (startingGear == null)
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return;
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if (InventorySystem.TryGetSlots(entity, out var slotDefinitions))
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{
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foreach (var slot in slotDefinitions)
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