Patched Actions Rework (#6899)
* Rejig Actions * fix merge errors * lambda-b-gon * fix PAI, add innate actions * Revert "fix PAI, add innate actions" This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b. * Just fix by making nullable. if only require: true actually did something somehow. * Make AddActions() ensure an actions component and misc comments * misc cleanup * Limit range even when not checking for obstructions * remove old guardian code * rename function and make EntityUid nullable * fix magboot bug * fix action search menu * make targeting toggle all equivalent actions * fix combat popups (enabling <-> disabling) * fix networking * Allow action locking * prevent telepathy
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@@ -92,10 +92,11 @@ namespace Content.Shared.Hands
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hands.Dirty();
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var unequippedHandMessage = new UnequippedHandEvent(uid, entity, hand);
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RaiseLocalEvent(entity, unequippedHandMessage);
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if (unequippedHandMessage.Handled)
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return;
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var gotUnequipped = new GotUnequippedHandEvent(uid, entity, hand);
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RaiseLocalEvent(entity, gotUnequipped, false);
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var didUnequip = new DidUnequipHandEvent(uid, entity, hand);
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RaiseLocalEvent(uid, didUnequip);
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if (hand.Name == hands.ActiveHand)
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RaiseLocalEvent(entity, new HandDeselectedEvent(uid, entity), false);
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@@ -123,11 +124,15 @@ namespace Content.Shared.Hands
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hands.Dirty();
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var equippedHandMessage = new EquippedHandEvent(uid, entity, hand);
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RaiseLocalEvent(entity, equippedHandMessage);
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var didEquip = new DidEquipHandEvent(uid, entity, hand);
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RaiseLocalEvent(uid, didEquip, false);
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var gotEquipped = new GotEquippedHandEvent(uid, entity, hand);
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RaiseLocalEvent(entity, gotEquipped);
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// TODO this should REALLY be a cancellable thing, not a handled event.
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// If one of the interactions resulted in the item being dropped, return early.
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if (equippedHandMessage.Handled)
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if (gotEquipped.Handled)
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return;
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if (hand.Name == hands.ActiveHand)
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