* 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>
49 lines
1.4 KiB
C#
49 lines
1.4 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Shared.Inventory;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Atmos.Components
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{
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/// <summary>
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/// Used in internals as breath tool.
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/// </summary>
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[RegisterComponent]
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public class BreathToolComponent : Component
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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/// <summary>
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/// Tool is functional only in allowed slots
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/// </summary>
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[DataField("allowedSlots")]
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public SlotFlags AllowedSlots = SlotFlags.MASK;
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public override string Name => "BreathMask";
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public bool IsFunctional;
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public EntityUid ConnectedInternalsEntity;
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protected override void Shutdown()
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{
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base.Shutdown();
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DisconnectInternals();
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}
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public void DisconnectInternals()
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{
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var old = ConnectedInternalsEntity;
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ConnectedInternalsEntity = default;
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if (old != default && _entities.TryGetComponent<InternalsComponent?>(old, out var internalsComponent))
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{
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internalsComponent.DisconnectBreathTool();
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}
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IsFunctional = false;
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}
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}
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}
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