Syringe gun! (#32112)
* Init testing * copyright * oops * Tracking the embed entity uid * testing stuff for gradual injection * work * weh * god save me * bleh * Yippee! * Again * Mini syringe ammo * cleaning up * mini syringes have a texture for fill amount * -3 cool points :( * hitboxes * init cleanup * much needed fixes * Fixes
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@@ -2,6 +2,7 @@ using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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@@ -29,6 +30,7 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
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SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
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SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
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SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, InjectOverTimeEvent>(OnInjectOverTime);
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}
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private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
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@@ -49,6 +51,11 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
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TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
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}
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private void OnInjectOverTime(Entity<SolutionInjectWhileEmbeddedComponent> entity, ref InjectOverTimeEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
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}
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private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
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{
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TryInjectTargets(injectorEntity, [target], source);
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