using Content.Server.Explosion.Components; using Content.Shared.Interaction.Events; using Content.Shared.Mobs; using Robust.Shared.Player; namespace Content.Server.Explosion.EntitySystems; public sealed partial class TriggerSystem { private void InitializeMobstate() { SubscribeLocalEvent(OnMobStateChanged); SubscribeLocalEvent(OnSuicide); } private void OnMobStateChanged(EntityUid uid, TriggerOnMobstateChangeComponent component, MobStateChangedEvent args) { if (component.MobState < args.NewMobState) return; //This chains Mobstate Changed triggers with OnUseTimerTrigger if they have it //Very useful for things that require a mobstate change and a timer if (TryComp(uid, out var timerTrigger)) { HandleTimerTrigger( uid, args.Origin, timerTrigger.Delay, timerTrigger.BeepInterval, timerTrigger.InitialBeepDelay, timerTrigger.BeepSound, timerTrigger.BeepParams); } else Trigger(uid); } private void OnSuicide(EntityUid uid, TriggerOnMobstateChangeComponent component, SuicideEvent args) { if (args.Handled) return; if (component.PreventSuicide) { _popupSystem.PopupEntity(Loc.GetString("suicide-prevented"), args.Victim, args.Victim); args.BlockSuicideAttempt(component.PreventSuicide); } } }