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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@@ -1,8 +1,6 @@
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Shared.FixedPoint;
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using Content.Shared.Foam;
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using Content.Shared.Inventory;
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@@ -40,20 +38,22 @@ namespace Content.Server.Chemistry.Components
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if (!_entMan.TryGetComponent(entity, out BloodstreamComponent? bloodstream))
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return;
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var invSystem = EntitySystem.Get<InventorySystem>();
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// TODO: Add a permeability property to clothing
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// For now it just adds to protection for each clothing equipped
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var protection = 0f;
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if (_entMan.TryGetComponent(entity, out InventoryComponent? inventory))
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if (invSystem.TryGetSlots(entity, out var slotDefinitions))
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{
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foreach (var slot in inventory.Slots)
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foreach (var slot in slotDefinitions)
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{
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if (slot == EquipmentSlotDefines.Slots.BACKPACK ||
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slot == EquipmentSlotDefines.Slots.POCKET1 ||
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slot == EquipmentSlotDefines.Slots.POCKET2 ||
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slot == EquipmentSlotDefines.Slots.IDCARD)
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if (slot.Name == "back" ||
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slot.Name == "pocket1" ||
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slot.Name == "pocket2" ||
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slot.Name == "id")
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continue;
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if (inventory.TryGetSlotItem(slot, out ItemComponent? _))
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if (invSystem.TryGetSlotEntity(entity, slot.Name, out _))
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protection += 0.025f;
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}
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}
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