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>
This commit is contained in:
@@ -5,16 +5,15 @@ using System.Threading.Tasks;
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.CombatMode;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.Pulling;
|
||||
using Content.Server.Storage.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Input;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using Content.Shared.Item;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Pulling.Components;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
@@ -358,7 +357,7 @@ namespace Content.Server.Interaction
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (!wideAttack && target != null && HasComp<ItemComponent>(target.Value))
|
||||
else if (!wideAttack && target != null && HasComp<SharedItemComponent>(target.Value))
|
||||
{
|
||||
// We pick up items if our hand is empty, even if we're in combat mode.
|
||||
InteractHand(user, target.Value);
|
||||
|
||||
Reference in New Issue
Block a user