Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -3,6 +3,7 @@ using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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@@ -92,16 +93,15 @@ namespace Content.Server.GameObjects.Components.Movement
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return false;
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}
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if (!user.HasComponent<ClimbingComponent>())
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if (!user.HasComponent<ClimbingComponent>() ||
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!user.TryGetComponent(out IBody body))
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{
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reason = Loc.GetString("You are incapable of climbing!");
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return false;
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}
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var bodyManager = user.GetComponent<BodyManagerComponent>();
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if (bodyManager.GetPartsOfType(BodyPartType.Leg).Count == 0 ||
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bodyManager.GetPartsOfType(BodyPartType.Foot).Count == 0)
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if (body.GetPartsOfType(BodyPartType.Leg).Count == 0 ||
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body.GetPartsOfType(BodyPartType.Foot).Count == 0)
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{
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reason = Loc.GetString("You are unable to climb!");
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return false;
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