EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -2,6 +2,7 @@ using System.Linq;
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using Content.Shared.Interaction;
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using Content.Shared.Tools.Components;
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using Robust.Shared.GameStates;
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using Content.Shared.Prying.Components;
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namespace Content.Shared.Tools;
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@@ -27,7 +28,7 @@ public abstract partial class SharedToolSystem : EntitySystem
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private void OnMultipleToolStartup(EntityUid uid, MultipleToolComponent multiple, ComponentStartup args)
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{
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// Only set the multiple tool if we have a tool component.
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if(EntityManager.TryGetComponent(uid, out ToolComponent? tool))
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if (EntityManager.TryGetComponent(uid, out ToolComponent? tool))
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SetMultipleTool(uid, multiple, tool);
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}
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@@ -52,7 +53,7 @@ public abstract partial class SharedToolSystem : EntitySystem
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if (multiple.Entries.Length == 0)
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return false;
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multiple.CurrentEntry = (uint) ((multiple.CurrentEntry + 1) % multiple.Entries.Length);
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multiple.CurrentEntry = (uint)((multiple.CurrentEntry + 1) % multiple.Entries.Length);
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SetMultipleTool(uid, multiple, playSound: true, user: user);
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return true;
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@@ -79,6 +80,19 @@ public abstract partial class SharedToolSystem : EntitySystem
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tool.UseSound = current.Sound;
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tool.Qualities = current.Behavior;
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// TODO: Replace this with a better solution later
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if (TryComp<PryingComponent>(uid, out var pcomp))
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{
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if (current.Behavior.Contains("Prying"))
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{
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pcomp.Enabled = true;
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}
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else
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{
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pcomp.Enabled = false;
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}
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}
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if (playSound && current.ChangeSound != null)
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_audioSystem.PlayPredicted(current.ChangeSound, uid, user);
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