@@ -40,6 +40,7 @@ namespace Content.Server.AI.EntitySystems
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#endif
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#endif
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_sawmill = Logger.GetSawmill("npc");
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_sawmill = Logger.GetSawmill("npc");
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_sawmill.Level = LogLevel.Info;
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InitializeUtility();
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InitializeUtility();
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SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
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SubscribeLocalEvent<NPCComponent, MobStateChangedEvent>(OnMobStateChange);
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SubscribeLocalEvent<NPCComponent, ComponentInit>(OnNPCInit);
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SubscribeLocalEvent<NPCComponent, ComponentInit>(OnNPCInit);
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@@ -184,7 +184,10 @@ namespace Content.Server.Polymorph.Systems
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var act = new InstantAction()
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var act = new InstantAction()
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{
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{
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Event = new PolymorphActionEvent(polyproto),
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Event = new PolymorphActionEvent()
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{
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Prototype = polyproto,
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},
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Name = Loc.GetString("polymorph-self-action-name", ("target", entproto.Name)),
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Name = Loc.GetString("polymorph-self-action-name", ("target", entproto.Name)),
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Description = Loc.GetString("polymorph-self-action-description", ("target", entproto.Name)),
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Description = Loc.GetString("polymorph-self-action-description", ("target", entproto.Name)),
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Icon = new SpriteSpecifier.EntityPrototype(polyproto.Entity),
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Icon = new SpriteSpecifier.EntityPrototype(polyproto.Entity),
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@@ -224,11 +227,6 @@ namespace Content.Server.Polymorph.Systems
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/// The polymorph prototype containing all the information about
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/// The polymorph prototype containing all the information about
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/// the specific polymorph.
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/// the specific polymorph.
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/// </summary>
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/// </summary>
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public readonly PolymorphPrototype Prototype;
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public PolymorphPrototype Prototype = default!;
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public PolymorphActionEvent(PolymorphPrototype prototype)
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{
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Prototype = prototype;
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}
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};
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};
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}
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}
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@@ -84,14 +84,10 @@ public abstract partial class SharedGunSystem
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SelectFire(component, nextMode, user);
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SelectFire(component, nextMode, user);
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}
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}
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// TODO: Actions need doing for guns anyway.
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private sealed class CycleModeEvent : InstantActionEvent
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private sealed class CycleModeEvent : InstantActionEvent
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{
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{
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public SelectiveFire Mode;
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public SelectiveFire Mode;
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public CycleModeEvent(SelectiveFire mode)
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{
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Mode = mode;
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||||||
}
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||||||
}
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}
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private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
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private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
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|||||||
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