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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@@ -788,15 +788,25 @@ namespace Content.Shared.Hands.Components
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return TryPutInActiveHandOrAny(item.Owner, checkActionBlocker);
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}
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/// <summary>
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/// Tries to pick up an entity into the active hand. If it cannot, tries to pick up the entity into each other hand.
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/// </summary>
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public bool PutInHand(EntityUid uid, bool checkActionBlocker = true)
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{
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return TryPutInActiveHandOrAny(uid, checkActionBlocker);
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}
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/// <summary>
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/// Puts an item any hand, prefering the active hand, or puts it on the floor under the player.
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/// </summary>
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public void PutInHandOrDrop(SharedItemComponent item, bool checkActionBlocker = true)
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{
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var entity = item.Owner;
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public void PutInHandOrDrop(SharedItemComponent item, bool checkActionBlocker = true) =>
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PutInHandOrDrop(item.Owner, checkActionBlocker);
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public void PutInHandOrDrop(EntityUid uid, bool checkActionBlocker = true)
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{
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if (!TryPutInActiveHandOrAny(uid, checkActionBlocker))
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_entMan.GetComponent<TransformComponent>(uid).Coordinates = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
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if (!TryPutInActiveHandOrAny(entity, checkActionBlocker))
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_entMan.GetComponent<TransformComponent>(entity).Coordinates = _entMan.GetComponent<TransformComponent>(Owner).Coordinates;
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}
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/// <summary>
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