Deprecate a bunch of IActionBlocker (#4852)
* Deprecate IActionBlocker ChangeDirectionAttempt * Woops * Throw and interact * Deperacte speech * ActionBlocker in fucking shambles * CanEmote go byebye * CanAttack is GONE * IActionBlocker finally ded * DRY
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@@ -1,4 +1,8 @@
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using Content.Shared.Cuffs.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Movement;
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using Content.Shared.Pulling.Components;
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using Robust.Shared.GameObjects;
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@@ -12,6 +16,13 @@ namespace Content.Shared.Cuffs
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base.Initialize();
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SubscribeLocalEvent<SharedCuffableComponent, StopPullingEvent>(HandleStopPull);
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SubscribeLocalEvent<SharedCuffableComponent, MovementAttemptEvent>(HandleMoveAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, EquipAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, UnequipAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, PickupAttemptEvent>(OnPickupAttempt);
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}
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private void HandleMoveAttempt(EntityUid uid, SharedCuffableComponent component, MovementAttemptEvent args)
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@@ -31,5 +42,50 @@ namespace Content.Shared.Cuffs
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args.Cancel();
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}
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}
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#region ActionBlocker
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private void CheckAct(EntityUid uid, SharedCuffableComponent component, CancellableEntityEventArgs args)
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{
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if (!component.CanStillInteract)
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args.Cancel();
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}
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private void OnUseAttempt(EntityUid uid, SharedCuffableComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, SharedCuffableComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, SharedCuffableComponent component, EquipAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, SharedCuffableComponent component, UnequipAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnAttackAttempt(EntityUid uid, SharedCuffableComponent component, AttackAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, SharedCuffableComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, SharedCuffableComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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}
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}
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