* item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// Clothing that can be enabled and disabled with an action.
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/// Requires <see cref="ItemToggleComponent"/>.
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/// </summary>
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/// <remarks>
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/// Not to be confused with <see cref="ToggleableClothingComponent"/> for hardsuit helmets and such.
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/// </remarks>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(ToggleClothingSystem))]
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public sealed partial class ToggleClothingComponent : Component
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{
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/// <summary>
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/// The action to add when equipped, even if not worn.
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/// This must raise <see cref="ToggleActionEvent"/> to then get handled.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId<InstantActionComponent> Action = string.Empty;
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[DataField, AutoNetworkedField]
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public EntityUid? ActionEntity;
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/// <summary>
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/// If true, automatically disable the clothing after unequipping it.
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/// </summary>
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[DataField]
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public bool DisableOnUnequip;
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}
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/// <summary>
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/// Raised on the clothing when being equipped to see if it should add the action.
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/// </summary>
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[ByRefEvent]
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public record struct ToggleClothingCheckEvent(EntityUid User, bool Cancelled = false);
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