* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time
45 lines
1.9 KiB
C#
45 lines
1.9 KiB
C#
using Content.Shared.Hands;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Throwing;
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namespace Content.Client.Replay.Spectator;
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public sealed partial class ReplaySpectatorSystem
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{
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private void InitializeBlockers()
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{
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// Block most interactions to avoid mispredicts
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// This **shouldn't** be required, but just in case.
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SubscribeLocalEvent<ReplaySpectatorComponent, UseAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, PickupAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, ThrowAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, InteractionAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, AttackAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, DropAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, IsEquippingAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, IsUnequippingAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<ReplaySpectatorComponent, UpdateCanMoveEvent>(OnUpdateCanMove);
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SubscribeLocalEvent<ReplaySpectatorComponent, ChangeDirectionAttemptEvent>(OnUpdateCanMove);
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SubscribeLocalEvent<ReplaySpectatorComponent, PullAttemptEvent>(OnPullAttempt);
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}
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private void OnAttempt(EntityUid uid, ReplaySpectatorComponent component, CancellableEntityEventArgs args)
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{
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args.Cancel();
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}
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private void OnUpdateCanMove(EntityUid uid, ReplaySpectatorComponent component, CancellableEntityEventArgs args)
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{
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args.Cancel();
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}
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private void OnPullAttempt(EntityUid uid, ReplaySpectatorComponent component, PullAttemptEvent args)
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{
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args.Cancelled = true;
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}
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}
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