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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@@ -56,8 +56,8 @@ namespace Content.Shared.Stunnable
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SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<StunnedComponent, EquipAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<StunnedComponent, UnequipAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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}
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private void OnSlowGetState(EntityUid uid, SlowedDownComponent component, ref ComponentGetState args)
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@@ -256,14 +256,16 @@ namespace Content.Shared.Stunnable
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args.Cancel();
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}
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private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, EquipAttemptEvent args)
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private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
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{
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args.Cancel();
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if(args.Equipee == uid)
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args.Cancel();
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}
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private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, UnequipAttemptEvent args)
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private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
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{
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args.Cancel();
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if(args.Unequipee == uid)
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args.Cancel();
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}
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#endregion
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