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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@@ -2,11 +2,10 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Item;
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using Content.Shared.PDA;
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using Content.Shared.Access.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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@@ -17,6 +16,7 @@ namespace Content.Shared.Access.Systems
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public class AccessReaderSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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public override void Initialize()
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{
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@@ -78,15 +78,8 @@ namespace Content.Shared.Access.Systems
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}
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// maybe its inside an inventory slot?
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if (EntityManager.TryGetComponent(uid, out SharedInventoryComponent? inventoryComponent))
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{
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if (inventoryComponent.TryGetSlot(EquipmentSlotDefines.Slots.IDCARD, out var entity) &&
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FindAccessTagsItem(entity.Value, out tags)
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)
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{
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return tags;
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}
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}
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if (_inventorySystem.TryGetSlotEntity(uid, "id", out var idUid) && FindAccessTagsItem(idUid.Value, out tags))
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return tags;
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return Array.Empty<string>();
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}
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