* Fix the ability to shoot out of crates * Makes it check what inventory the player is in * use IsEntityOrParentInContainer * Fix Issues Github had * gaahhh... Prevents lasers from being shot out of crates * gaahhh... Prevents lasers from being shot out of crates * Fix laser? * hmmm... this is better looking I think? * Uncook indentation * Rerun tests?
61 lines
1.9 KiB
C#
61 lines
1.9 KiB
C#
using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Standing;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Containers;
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namespace Content.Shared.Damage.Components;
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public sealed class RequireProjectileTargetSystem : EntitySystem
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{
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<RequireProjectileTargetComponent, PreventCollideEvent>(PreventCollide);
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SubscribeLocalEvent<RequireProjectileTargetComponent, StoodEvent>(StandingBulletHit);
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SubscribeLocalEvent<RequireProjectileTargetComponent, DownedEvent>(LayingBulletPass);
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}
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private void PreventCollide(Entity<RequireProjectileTargetComponent> ent, ref PreventCollideEvent args)
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{
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if (args.Cancelled)
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return;
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if (!ent.Comp.Active)
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return;
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var other = args.OtherEntity;
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if (TryComp(other, out ProjectileComponent? projectile) &&
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CompOrNull<TargetedProjectileComponent>(other)?.Target != ent)
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{
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// Prevents shooting out of while inside of crates
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var shooter = projectile.Shooter;
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if (!shooter.HasValue)
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return;
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if (!_container.IsEntityOrParentInContainer(shooter.Value))
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args.Cancelled = true;
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}
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}
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private void SetActive(Entity<RequireProjectileTargetComponent> ent, bool value)
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{
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if (ent.Comp.Active == value)
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return;
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ent.Comp.Active = value;
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Dirty(ent);
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}
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private void StandingBulletHit(Entity<RequireProjectileTargetComponent> ent, ref StoodEvent args)
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{
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SetActive(ent, false);
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}
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private void LayingBulletPass(Entity<RequireProjectileTargetComponent> ent, ref DownedEvent args)
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{
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SetActive(ent, true);
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}
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}
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