Make pulled and cuffed players unable to move (#3227)
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@@ -13,7 +13,7 @@ namespace Content.Client.GameObjects.Components.ActionBlocking
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public class CuffableComponent : SharedCuffableComponent
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{
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[ViewVariables]
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private string _currentRSI = default!;
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private string? _currentRSI;
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[ViewVariables] [ComponentDependency] private readonly SpriteComponent? _spriteComponent = null;
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@@ -36,7 +36,11 @@ namespace Content.Client.GameObjects.Components.ActionBlocking
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if (_currentRSI != cuffState.RSI) // we don't want to keep loading the same RSI
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{
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_currentRSI = cuffState.RSI;
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_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(cuffState.RSI));
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if (_currentRSI != null)
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{
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_spriteComponent.LayerSetState(HumanoidVisualLayers.Handcuffs, new RSI.StateId(cuffState.IconState), new ResourcePath(_currentRSI));
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}
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}
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else
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{
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@@ -1,4 +1,6 @@
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using System;
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#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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@@ -12,8 +14,10 @@ namespace Content.Shared.GameObjects.Components.ActionBlocking
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public override string Name => "Cuffable";
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public override uint? NetID => ContentNetIDs.CUFFED;
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[ComponentDependency] private readonly SharedPullableComponent? _pullable = default!;
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[ViewVariables]
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public bool CanStillInteract = true;
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public bool CanStillInteract { get; set; } = true;
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#region ActionBlockers
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@@ -24,6 +28,7 @@ namespace Content.Shared.GameObjects.Components.ActionBlocking
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bool IActionBlocker.CanAttack() => CanStillInteract;
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bool IActionBlocker.CanEquip() => CanStillInteract;
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bool IActionBlocker.CanUnequip() => CanStillInteract;
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bool IActionBlocker.CanMove() => _pullable == null || !_pullable.BeingPulled || CanStillInteract;
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#endregion
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@@ -32,11 +37,11 @@ namespace Content.Shared.GameObjects.Components.ActionBlocking
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{
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public bool CanStillInteract { get; }
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public int NumHandsCuffed { get; }
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public string RSI { get; }
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public string? RSI { get; }
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public string IconState { get; }
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public Color Color { get; }
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public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string rsiPath, string iconState, Color color) : base(ContentNetIDs.CUFFED)
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public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string? rsiPath, string iconState, Color color) : base(ContentNetIDs.CUFFED)
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{
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NumHandsCuffed = numHandsCuffed;
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CanStillInteract = canStillInteract;
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