Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using Content.Client.Implants.UI;
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using Content.Client.Items;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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using Robust.Shared.GameStates;
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namespace Content.Client.Implants;
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public sealed class ImplanterSystem : SharedImplanterSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ImplanterComponent, ComponentHandleState>(OnHandleImplanterState);
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SubscribeLocalEvent<ImplanterComponent, ItemStatusCollectMessage>(OnItemImplanterStatus);
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}
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private void OnHandleImplanterState(EntityUid uid, ImplanterComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ImplanterComponentState state)
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return;
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component.CurrentMode = state.CurrentMode;
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component.ImplantOnly = state.ImplantOnly;
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component.UiUpdateNeeded = true;
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}
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private void OnItemImplanterStatus(EntityUid uid, ImplanterComponent component, ItemStatusCollectMessage args)
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{
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args.Controls.Add(new ImplanterStatusControl(component));
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}
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}
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