Replace obsolete EntityWhitelist IsValid usages (#28465)
* Replace obsolete whitelist is valid with whitelist system * Consistency * Fix logic * Bork * I figured out how to get whitelists on the client lol * test fail * woops * HELP ME FUNCTIONS * Fix errors * simplify --------- Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -1,7 +1,8 @@
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using System.Numerics;
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using System.Numerics;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Speech;
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using Content.Shared.Whitelist;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.Controls;
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@@ -19,6 +20,7 @@ public sealed partial class EmotesMenu : RadialMenu
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[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
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private readonly SpriteSystem _spriteSystem;
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private readonly EntityWhitelistSystem _whitelistSystem;
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public event Action<ProtoId<EmotePrototype>>? OnPlayEmote;
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@@ -28,6 +30,7 @@ public sealed partial class EmotesMenu : RadialMenu
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RobustXamlLoader.Load(this);
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_spriteSystem = _entManager.System<SpriteSystem>();
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_whitelistSystem = _entManager.System<EntityWhitelistSystem>();
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var main = FindControl<RadialContainer>("Main");
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@@ -37,8 +40,8 @@ public sealed partial class EmotesMenu : RadialMenu
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var player = _playerManager.LocalSession?.AttachedEntity;
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if (emote.Category == EmoteCategory.Invalid ||
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emote.ChatTriggers.Count == 0 ||
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!(player.HasValue && (emote.Whitelist?.IsValid(player.Value, _entManager) ?? true)) ||
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(emote.Blacklist?.IsValid(player.Value, _entManager) ?? false))
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!(player.HasValue && _whitelistSystem.IsWhitelistPassOrNull(emote.Whitelist, player.Value)) ||
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_whitelistSystem.IsBlacklistPass(emote.Blacklist, player.Value))
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continue;
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if (!emote.Available &&
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