* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
63 lines
2.0 KiB
C#
63 lines
2.0 KiB
C#
#nullable enable
|
|
using Content.Server.GameObjects.Components.Body.Respiratory;
|
|
using Content.Shared.GameObjects.Components.Inventory;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
|
|
namespace Content.Server.GameObjects.Components.Atmos
|
|
{
|
|
/// <summary>
|
|
/// Used in internals as breath tool.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class BreathToolComponent : Component, IEquipped, IUnequipped
|
|
{
|
|
/// <summary>
|
|
/// Tool is functional only in allowed slots
|
|
/// </summary>
|
|
[DataField("allowedSlots")]
|
|
private EquipmentSlotDefines.SlotFlags _allowedSlots = EquipmentSlotDefines.SlotFlags.MASK;
|
|
|
|
public override string Name => "BreathMask";
|
|
public bool IsFunctional { get; private set; }
|
|
public IEntity? ConnectedInternalsEntity { get; private set; }
|
|
|
|
protected override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
DisconnectInternals();
|
|
}
|
|
|
|
void IEquipped.Equipped(EquippedEventArgs eventArgs)
|
|
{
|
|
if ((EquipmentSlotDefines.SlotMasks[eventArgs.Slot] & _allowedSlots) != _allowedSlots) return;
|
|
IsFunctional = true;
|
|
|
|
if (eventArgs.User.TryGetComponent(out InternalsComponent? internals))
|
|
{
|
|
ConnectedInternalsEntity = eventArgs.User;
|
|
internals.ConnectBreathTool(Owner);
|
|
}
|
|
}
|
|
|
|
void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
|
|
{
|
|
DisconnectInternals();
|
|
}
|
|
|
|
public void DisconnectInternals()
|
|
{
|
|
var old = ConnectedInternalsEntity;
|
|
ConnectedInternalsEntity = null;
|
|
|
|
if (old != null && old.TryGetComponent<InternalsComponent>(out var internalsComponent))
|
|
{
|
|
internalsComponent.DisconnectBreathTool();
|
|
}
|
|
|
|
IsFunctional = false;
|
|
}
|
|
}
|
|
}
|