Add CanAttack to IActionBlocker, prevent using guns when dead (#769)
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@@ -72,6 +72,11 @@ namespace Content.Server.GameObjects
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{
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return true;
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}
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bool IActionBlocker.CanAttack()
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{
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return true;
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}
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}
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/// <summary>
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@@ -128,6 +133,11 @@ namespace Content.Server.GameObjects
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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}
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/// <summary>
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@@ -204,5 +214,10 @@ namespace Content.Server.GameObjects
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{
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return false;
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}
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bool IActionBlocker.CanAttack()
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{
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return false;
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}
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}
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}
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@@ -117,6 +117,11 @@ namespace Content.Server.GameObjects
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return CurrentDamageState.CanEmote();
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentDamageState.CanAttack();
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}
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List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
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{
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var thresholdlist = DamageTemplate.DamageThresholds;
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@@ -1,5 +1,6 @@
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using System;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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private bool UserCanFire(IEntity user)
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{
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return UserCanFireHandler == null || UserCanFireHandler(user);
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return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
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}
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private void Fire(IEntity user, GridCoordinates clickLocation)
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@@ -20,6 +20,8 @@ namespace Content.Server.GameObjects.EntitySystems
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bool CanPickup();
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bool CanEmote();
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bool CanAttack();
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}
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public class ActionBlockerSystem : EntitySystem
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@@ -105,5 +107,17 @@ namespace Content.Server.GameObjects.EntitySystems
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return canemote;
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}
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public static bool CanAttack(IEntity entity)
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{
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bool canattack = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canattack &= actionblockercomponents.CanAttack();
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}
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return canattack;
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}
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}
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}
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@@ -853,7 +853,7 @@ namespace Content.Server.GameObjects.EntitySystems
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var item = hands.GetActiveHand?.Owner;
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// TODO: If item is null we need some kinda unarmed combat.
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if (!ActionBlockerSystem.CanInteract(player) || item == null)
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if (!ActionBlockerSystem.CanAttack(player) || item == null)
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{
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return;
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}
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