Make raiselocalevent not broadcast by default (#8998)

This commit is contained in:
metalgearsloth
2022-06-22 09:53:41 +10:00
committed by GitHub
parent 360a6b8b00
commit 8905996cfc
76 changed files with 165 additions and 165 deletions

View File

@@ -82,10 +82,10 @@ public abstract partial class InventorySystem
return;
var unequippedEvent = new DidUnequipEvent(uid, args.Entity, slotDef);
RaiseLocalEvent(uid, unequippedEvent);
RaiseLocalEvent(uid, unequippedEvent, true);
var gotUnequippedEvent = new GotUnequippedEvent(uid, args.Entity, slotDef);
RaiseLocalEvent(args.Entity, gotUnequippedEvent);
RaiseLocalEvent(args.Entity, gotUnequippedEvent, true);
}
private void OnEntInserted(EntityUid uid, InventoryComponent component, EntInsertedIntoContainerMessage args)
@@ -94,10 +94,10 @@ public abstract partial class InventorySystem
return;
var equippedEvent = new DidEquipEvent(uid, args.Entity, slotDef);
RaiseLocalEvent(uid, equippedEvent);
RaiseLocalEvent(uid, equippedEvent, true);
var gotEquippedEvent = new GotEquippedEvent(uid, args.Entity, slotDef);
RaiseLocalEvent(args.Entity, gotEquippedEvent);
RaiseLocalEvent(args.Entity, gotEquippedEvent, true);
}
/// <summary>
@@ -151,7 +151,7 @@ public abstract partial class InventorySystem
var gotUnequipped = new GotUnequippedHandEvent(actor, held.Value, hands.ActiveHand!);
var didUnequip = new DidUnequipHandEvent(actor, held.Value, hands.ActiveHand!);
RaiseLocalEvent(held.Value, gotUnequipped, false);
RaiseLocalEvent(actor, didUnequip);
RaiseLocalEvent(actor, didUnequip, true);
RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor), false);
TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true);
@@ -274,7 +274,7 @@ public abstract partial class InventorySystem
}
var attemptEvent = new IsEquippingAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(target, attemptEvent);
RaiseLocalEvent(target, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
@@ -285,7 +285,7 @@ public abstract partial class InventorySystem
{
//reuse the event. this is gucci, right?
attemptEvent.Reason = null;
RaiseLocalEvent(actor, attemptEvent);
RaiseLocalEvent(actor, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
@@ -294,7 +294,7 @@ public abstract partial class InventorySystem
}
var itemAttemptEvent = new BeingEquippedAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(itemUid, itemAttemptEvent);
RaiseLocalEvent(itemUid, itemAttemptEvent, true);
if (itemAttemptEvent.Cancelled)
{
reason = itemAttemptEvent.Reason ?? reason;
@@ -426,7 +426,7 @@ public abstract partial class InventorySystem
}
var attemptEvent = new IsUnequippingAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(target, attemptEvent);
RaiseLocalEvent(target, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
@@ -437,7 +437,7 @@ public abstract partial class InventorySystem
{
//reuse the event. this is gucci, right?
attemptEvent.Reason = null;
RaiseLocalEvent(actor, attemptEvent);
RaiseLocalEvent(actor, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
@@ -446,7 +446,7 @@ public abstract partial class InventorySystem
}
var itemAttemptEvent = new BeingUnequippedAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(itemUid, itemAttemptEvent);
RaiseLocalEvent(itemUid, itemAttemptEvent, true);
if (itemAttemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;