get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -4,6 +4,7 @@ using Content.Client.Stylesheets;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Actions.Prototypes;
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using Content.Shared.Inventory;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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@@ -231,7 +232,7 @@ namespace Content.Client.Actions.UI
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{
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ActionPrototype actionPrototype => new ActionAttempt(actionPrototype),
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ItemActionPrototype itemActionPrototype =>
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(Item != null && IoCManager.Resolve<IEntityManager>().TryGetComponent<ItemActionsComponent?>(Item, out var itemActions)) ?
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Item.HasValue && IoCManager.Resolve<IEntityManager>().TryGetComponent<ItemActionsComponent?>(Item, out var itemActions) ?
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new ItemActionAttempt(itemActionPrototype, Item.Value, itemActions) : null,
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_ => null
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};
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