Files
tbd-station-14/Content.Shared/Inventory/InventorySystem.Relay.cs
metalgearsloth 2b6c352aff Jetpacks (#9023)
* Movement acceleration

* tweaks

* Weightless refactor coz fuck it

* CCVars

* weightless movement tweaks

* Some cleanup while I'm here

* dorkpacks

* thanks fork

* fixes

* zoomies

* toggles

* hmm

* yamls

* b

* so true

* Effects refactor

* namespace

* review
2022-06-24 17:44:30 +10:00

45 lines
1.7 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Electrocution;
using Content.Shared.Explosion;
using Content.Shared.Movement.Systems;
using Content.Shared.Slippery;
namespace Content.Shared.Inventory;
public partial class InventorySystem
{
public void InitializeRelay()
{
SubscribeLocalEvent<InventoryComponent, DamageModifyEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RelayInventoryEvent);
}
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
{
var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
while(containerEnumerator.MoveNext(out var container))
{
if(!container.ContainedEntity.HasValue) continue;
RaiseLocalEvent(container.ContainedEntity.Value, args, false);
}
}
}
/// <summary>
/// Events that should be relayed to inventory slots should implement this interface.
/// </summary>
public interface IInventoryRelayEvent
{
/// <summary>
/// What inventory slots should this event be relayed to, if any?
/// </summary>
/// <remarks>
/// In general you may want to exclude <see cref="SlotFlags.POCKET"/>, given that those items are not truly
/// "equipped" by the user.
/// </remarks>
public SlotFlags TargetSlots { get; }
}