* Cuff enhancements * Cuffs now have an OnClick for the alert to remove them * nullables * Use default interaction range so highlights are accurate * Cuffing fails more gracely * Make shared abstract and add component references to client / server * Don't cache AudioSystem and HandsComponent given cuffs are rarely used * Fix test Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
32 lines
972 B
C#
32 lines
972 B
C#
#nullable enable
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.ActionBlocking
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedHandcuffComponent))]
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public class HandcuffComponent : SharedHandcuffComponent
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{
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not HandcuffedComponentState state)
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{
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return;
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}
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if (state.IconState == string.Empty)
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{
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return;
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}
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if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
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{
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sprite.LayerSetState(0, new RSI.StateId(state.IconState)); // TODO: safety check to see if RSI contains the state?
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}
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}
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}
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}
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