* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using Content.Server.Hands.Components;
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using Content.Server.Holiday;
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using Content.Shared.Item;
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using Content.Shared.Roles;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Jobs
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{
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[UsedImplicitly]
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[DataDefinition]
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public class GiveItemOnHolidaySpecial : JobSpecial
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{
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[DataField("holiday", customTypeSerializer:typeof(PrototypeIdSerializer<HolidayPrototype>))]
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public string Holiday { get; } = string.Empty;
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[DataField("prototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Prototype { get; } = string.Empty;
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public override void AfterEquip(EntityUid mob)
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{
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if (string.IsNullOrEmpty(Holiday) || string.IsNullOrEmpty(Prototype))
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return;
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if (!EntitySystem.Get<HolidaySystem>().IsCurrentlyHoliday(Holiday))
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return;
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var entMan = IoCManager.Resolve<IEntityManager>();
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var entity = entMan.SpawnEntity(Prototype, entMan.GetComponent<TransformComponent>(mob).Coordinates);
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if (!entMan.TryGetComponent(entity, out SharedItemComponent? item) || !entMan.TryGetComponent(mob, out HandsComponent? hands))
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return;
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hands.PutInHand(item, false);
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}
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}
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}
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