Adding shock collar and electropack (#30529)
* Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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@@ -3,6 +3,7 @@ using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash;
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using Content.Server.Electrocution;
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using Content.Server.Pinpointer;
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using Content.Shared.Flash.Components;
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using Content.Server.Radio.EntitySystems;
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@@ -33,6 +34,7 @@ using Robust.Shared.Random;
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using Robust.Shared.Player;
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using Content.Shared.Coordinates;
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using Robust.Shared.Utility;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion.EntitySystems
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{
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@@ -75,6 +77,7 @@ namespace Content.Server.Explosion.EntitySystems
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
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public override void Initialize()
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{
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@@ -104,6 +107,7 @@ namespace Content.Server.Explosion.EntitySystems
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SubscribeLocalEvent<AnchorOnTriggerComponent, TriggerEvent>(OnAnchorTrigger);
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SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(OnSoundTrigger);
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SubscribeLocalEvent<ShockOnTriggerComponent, TriggerEvent>(HandleShockTrigger);
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SubscribeLocalEvent<RattleComponent, TriggerEvent>(HandleRattleTrigger);
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}
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@@ -120,6 +124,24 @@ namespace Content.Server.Explosion.EntitySystems
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}
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}
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private void HandleShockTrigger(Entity<ShockOnTriggerComponent> shockOnTrigger, ref TriggerEvent args)
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{
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if (!_container.TryGetContainingContainer(shockOnTrigger, out var container))
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return;
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var containerEnt = container.Owner;
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var curTime = _timing.CurTime;
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if (curTime < shockOnTrigger.Comp.NextTrigger)
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{
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// The trigger's on cooldown.
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return;
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}
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_electrocution.TryDoElectrocution(containerEnt, null, shockOnTrigger.Comp.Damage, shockOnTrigger.Comp.Duration, true);
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shockOnTrigger.Comp.NextTrigger = curTime + shockOnTrigger.Comp.Cooldown;
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}
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private void OnAnchorTrigger(EntityUid uid, AnchorOnTriggerComponent component, TriggerEvent args)
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{
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var xform = Transform(uid);
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