Update trivial components to use auto comp states (#20539)
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@@ -1,6 +1,6 @@
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using Content.Shared.Cuffs;
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using JetBrains.Annotations;
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using Content.Shared.Cuffs.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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namespace Content.Server.Cuffs
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@@ -12,15 +12,9 @@ namespace Content.Server.Cuffs
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{
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base.Initialize();
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SubscribeLocalEvent<HandcuffComponent, ComponentGetState>(OnHandcuffGetState);
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SubscribeLocalEvent<CuffableComponent, ComponentGetState>(OnCuffableGetState);
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}
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private void OnHandcuffGetState(EntityUid uid, HandcuffComponent component, ref ComponentGetState args)
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{
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args.State = new HandcuffComponentState(component.OverlayIconState);
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}
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private void OnCuffableGetState(EntityUid uid, CuffableComponent component, ref ComponentGetState args)
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{
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// there are 2 approaches i can think of to handle the handcuff overlay on players
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@@ -34,7 +28,7 @@ namespace Content.Server.Cuffs
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args.State = new CuffableComponentState(component.CuffedHandCount,
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component.CanStillInteract,
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cuffs?.CuffedRSI,
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$"{cuffs?.OverlayIconState}-{component.CuffedHandCount}",
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$"{cuffs?.BodyIconState}-{component.CuffedHandCount}",
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cuffs?.Color);
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// the iconstate is formatted as blah-2, blah-4, blah-6, etc.
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// the number corresponds to how many hands are cuffed.
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