Create Generic DamageOnInteract/Attacked Comps/Systems (#30244)
* Everything but the submodule * stuff I forgot * heat * missed lights * behonky * LocId * I guess it was a skill issue? * predicted audio * It works with lights now * Borg equality * Gorilla gauntlet grants protection from anomaly returned damage when attacking it * woops, there we go * NONE * Use DamageModifierSets, remove Behonker damage * Reviews dealt with --------- Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -30,7 +30,7 @@ public partial class InventorySystem : EntitySystem
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/// <summary>
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/// Tries to find an entity in the specified slot with the specified component.
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/// </summary>
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public bool TryGetInventoryEntity<T>(Entity<InventoryComponent?> entity, out EntityUid targetUid)
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public bool TryGetInventoryEntity<T>(Entity<InventoryComponent?> entity, out Entity<T?> target)
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where T : IComponent, IClothingSlots
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{
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if (TryGetContainerSlotEnumerator(entity.Owner, out var containerSlotEnumerator))
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@@ -43,12 +43,12 @@ public partial class InventorySystem : EntitySystem
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if ((((IClothingSlots) required).Slots & slot.SlotFlags) == 0x0)
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continue;
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targetUid = item;
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target = (item, required);
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return true;
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}
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}
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targetUid = EntityUid.Invalid;
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target = EntityUid.Invalid;
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return false;
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}
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