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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@@ -8,13 +8,13 @@ using Content.Server.Disposal.Tube.Components;
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using Content.Server.Disposal.Unit.Components;
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using Content.Server.DoAfter;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Power.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Atmos;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Movement;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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@@ -369,7 +369,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
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{
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// TODO: We need to use a specific collision method (which sloth hasn't coded yet) for actual bounds overlaps.
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// Check for itemcomp as we won't just block the disposal unit "sleeping" for something it can't collide with anyway.
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if (!EntityManager.HasComponent<ItemComponent>(uid) && body.GetWorldAABB().Intersects(disposalsBounds!.Value)) continue;
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if (!EntityManager.HasComponent<SharedItemComponent>(uid) && body.GetWorldAABB().Intersects(disposalsBounds!.Value)) continue;
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component.RecentlyEjected.RemoveAt(i);
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}
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}
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