Extracts magic strings from Tag calls (#36305)
* Extracts magic strings from Tag calls When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen! * Adds missing libraries * Remove not yet implemented TagSystem changes * Fix tag spelling error Genuinely surprised there was only 1! * Styling and proper type changes * Styling Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
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@@ -9,6 +9,7 @@ using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.EntitySystems;
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@@ -24,6 +25,8 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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private static readonly ProtoId<TagPrototype> HardsuitTag = "Hardsuit";
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public override void Initialize()
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{
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base.Initialize();
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@@ -93,7 +96,7 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
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// Yuck, this is way to hardcodey for my tastes
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// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
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if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
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if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, HardsuitTag))
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{
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// Only show popup to attacker
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if (source != null)
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