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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@@ -7,6 +7,7 @@ using Content.Server.Popups;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.MobState.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -27,6 +28,26 @@ public class LungSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<LungComponent, AddedToBodyEvent>(OnAddedToBody);
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SubscribeLocalEvent<BreathToolComponent, GotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<BreathToolComponent, GotUnequippedEvent>(OnGotUnequipped);
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}
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private void OnGotUnequipped(EntityUid uid, BreathToolComponent component, GotUnequippedEvent args)
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{
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component.DisconnectInternals();
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}
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private void OnGotEquipped(EntityUid uid, BreathToolComponent component, GotEquippedEvent args)
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{
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if ((args.SlotFlags & component.AllowedSlots) != component.AllowedSlots) return;
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component.IsFunctional = true;
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if (TryComp(args.Equipee, out InternalsComponent? internals))
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{
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component.ConnectedInternalsEntity = args.Equipee;
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internals.ConnectBreathTool(uid);
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}
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}
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private void OnAddedToBody(EntityUid uid, LungComponent component, AddedToBodyEvent args)
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