Remove server/client clothing components. (#11981)

This commit is contained in:
Leon Friedrich
2022-10-23 11:30:37 +13:00
committed by GitHub
parent 4a3df4f85a
commit 7d276d1101
29 changed files with 110 additions and 131 deletions

View File

@@ -38,7 +38,7 @@ public abstract partial class InventorySystem
SubscribeAllEvent<UseSlotNetworkMessage>(OnUseSlot);
}
protected void QuickEquip(EntityUid uid, SharedClothingComponent component, UseInHandEvent args)
protected void QuickEquip(EntityUid uid, ClothingComponent component, UseInHandEvent args)
{
if (!TryComp(args.User, out InventoryComponent? inv)
|| !TryComp(args.User, out SharedHandsComponent? hands)
@@ -53,7 +53,7 @@ public abstract partial class InventorySystem
if (TryGetSlotEntity(args.User, slotDef.Name, out var slotEntity, inv))
{
// Item in slot has to be quick equipable as well
if (TryComp(slotEntity, out SharedClothingComponent? item) && !item.QuickEquip)
if (TryComp(slotEntity, out ClothingComponent? item) && !item.QuickEquip)
continue;
if (!TryUnequip(args.User, slotDef.Name, true, inventory: inv))
@@ -157,11 +157,11 @@ public abstract partial class InventorySystem
}
public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) =>
InventoryComponent? inventory = null, ClothingComponent? clothing = null) =>
TryEquip(uid, uid, itemUid, slot, silent, force, predicted, inventory, clothing);
public bool TryEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
InventoryComponent? inventory = null, SharedClothingComponent? clothing = null)
InventoryComponent? inventory = null, ClothingComponent? clothing = null)
{
if (!Resolve(target, ref inventory, false))
{
@@ -250,11 +250,11 @@ public abstract partial class InventorySystem
public bool CanEquip(EntityUid uid, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason,
SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null,
SharedClothingComponent? clothing = null, ItemComponent? item = null) =>
ClothingComponent? clothing = null, ItemComponent? item = null) =>
CanEquip(uid, uid, itemUid, slot, out reason, slotDefinition, inventory, clothing, item);
public bool CanEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason, SlotDefinition? slotDefinition = null,
InventoryComponent? inventory = null, SharedClothingComponent? clothing = null, ItemComponent? item = null)
InventoryComponent? inventory = null, ClothingComponent? clothing = null, ItemComponent? item = null)
{
reason = "inventory-component-can-equip-cannot";
if (!Resolve(target, ref inventory, false))
@@ -326,17 +326,17 @@ public abstract partial class InventorySystem
}
public bool TryUnequip(EntityUid uid, string slot, bool silent = false, bool force = false, bool predicted = false,
InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing);
InventoryComponent? inventory = null, ClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing);
public bool TryUnequip(EntityUid actor, EntityUid target, string slot, bool silent = false,
bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) =>
bool force = false, bool predicted = false, InventoryComponent? inventory = null, ClothingComponent? clothing = null) =>
TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, clothing);
public bool TryUnequip(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false, bool force = false, bool predicted = false,
InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing);
InventoryComponent? inventory = null, ClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing);
public bool TryUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false,
bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null)
bool force = false, bool predicted = false, InventoryComponent? inventory = null, ClothingComponent? clothing = null)
{
removedItem = null;
if (!Resolve(target, ref inventory, false))