Mortician's Menagerie (#2391)
* Body bags! * Morgue Trays and the Crematorium! Reorganised body bags to be under Morgue, not Medical * Fix. Things outside of EntityStorageComponents now use the Try*Storage() not just *Storage() methods - Allows mobs to be trapped in a morgue/crematorium whose tray can't open. * Fix tests. Modernise component dependency and nullability. * Update Content.Server/GameObjects/Components/Morgue/MorgueTrayComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -61,5 +61,21 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
hands.Drop(heldItem.Owner, doMobChecks);
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: RotationState can be null and I want to burn all lifeforms in the universe for this!!!
|
||||
//If you use these it's atleast slightly less painful (null is treated as false)
|
||||
public bool IsStanding(IEntity entity)
|
||||
{
|
||||
return entity.TryGetComponent<AppearanceComponent>(out var appearance)
|
||||
&& appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var rotation)
|
||||
&& rotation == RotationState.Vertical;
|
||||
}
|
||||
|
||||
public bool IsDown(IEntity entity)
|
||||
{
|
||||
return entity.TryGetComponent<AppearanceComponent>(out var appearance)
|
||||
&& appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var rotation)
|
||||
&& rotation == RotationState.Horizontal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user