Add meat spike accepting humans, names meat after the source (#2390)
* Add Butcherable component to humans. ...What? * Meat from a meat spike is now named after the source Note: This doesn't propagate to burgers (add a component maybe)
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@@ -23,6 +23,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
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private string? _meatPrototype;
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private string _meatSource1p = "?";
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private string _meatSource0 = "?";
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private string _meatName = "?";
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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@@ -38,7 +39,11 @@ namespace Content.Server.GameObjects.Components.Kitchen
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if (!string.IsNullOrEmpty(_meatPrototype))
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{
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Owner.EntityManager.SpawnEntity(_meatPrototype, Owner.Transform.Coordinates);
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var meat = Owner.EntityManager.SpawnEntity(_meatPrototype, Owner.Transform.Coordinates);
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if (meat != null)
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{
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meat.Name = _meatName;
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}
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}
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if (_meatParts != 0)
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@@ -74,6 +79,9 @@ namespace Content.Server.GameObjects.Components.Kitchen
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_meatParts = 5;
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_meatSource1p = Loc.GetString("You remove some meat from {0:theName}.", victim);
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_meatSource0 = Loc.GetString("You remove the last piece of meat from {0:theName}!", victim);
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// TODO: This could stand to be improved somehow, but it'd require Name to be much 'richer' in detail than it presently is.
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// But Name is RobustToolbox-level, so presumably it'd have to be done in some other way (interface???)
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_meatName = Loc.GetString("{0:name} meat", victim);
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if (Owner.TryGetComponent(out sprite))
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{
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