Actual lockers (#195)
Adds storing entities into lockers the way we all know and love. Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master) #191
This commit is contained in:
committed by
Pieter-Jan Briers
parent
1fe24eeb12
commit
903961771b
@@ -109,22 +109,16 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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var ent = ((IPlayerSession) session).AttachedEntity;
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if(ent == null || !ent.IsValid())
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if (ent == null || !ent.IsValid())
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{
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return;
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}
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if (!ent.TryGetComponent(out HandsComponent handsComp))
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{
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return;
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var transform = ent.Transform;
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if (transform.GridPosition.InRange(coords, InteractionSystem.INTERACTION_RANGE))
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{
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handsComp.Drop(handsComp.ActiveIndex, coords);
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}
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else
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{
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handsComp.Drop(handsComp.ActiveIndex);
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}
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handsComp.Drop(handsComp.ActiveIndex);
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}
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private static void HandleActivateItem(ICommonSession session)
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@@ -163,22 +157,17 @@ namespace Content.Server.GameObjects.EntitySystems
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if (!throwEnt.TryGetComponent(out CollidableComponent colComp))
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{
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colComp = throwEnt.AddComponent<CollidableComponent>();
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if(!colComp.Running)
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colComp.Startup();
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return;
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}
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colComp.CollisionEnabled = true;
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colComp.CollisionLayer |= (int)CollisionGroup.Items;
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colComp.CollisionMask |= (int)CollisionGroup.Grid;
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// I can now collide with player, so that i can do damage.
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colComp.CollisionMask |= (int) CollisionGroup.Mob;
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if (!throwEnt.TryGetComponent(out ThrownItemComponent projComp))
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{
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projComp = throwEnt.AddComponent<ThrownItemComponent>();
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colComp.CollisionMask |= (int)CollisionGroup.Mob;
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colComp.IsScrapingFloor = false;
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}
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projComp.IgnoreEntity(plyEnt);
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