* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
308 lines
10 KiB
C#
308 lines
10 KiB
C#
using Content.Server.DoAfter;
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using Content.Server.Hands.Components;
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using Content.Server.Hands.Systems;
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using Content.Server.Items;
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using Content.Server.Weapon.Melee;
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using Content.Server.Wieldable.Components;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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namespace Content.Server.Wieldable
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{
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public class WieldableSystem : EntitySystem
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{
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<WieldableComponent, ItemWieldedEvent>(OnItemWielded);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, UnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<WieldableComponent, GetInteractionVerbsEvent>(AddToggleWieldVerb);
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SubscribeLocalEvent<IncreaseDamageOnWieldComponent, MeleeHitEvent>(OnMeleeHit);
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}
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private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetInteractionVerbsEvent args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
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// verb. Or just don't add it to the list if the action is not executable.
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Verb verb = new();
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// TODO VERBS ICON + localization
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verb.Text = component.Wielded ? "Unwield" : "Wield";
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verb.Act = component.Wielded
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? () => AttemptUnwield(component.Owner.Uid, component, args.User)
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: () => AttemptWield(component.Owner.Uid, component, args.User);
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args.Verbs.Add(verb);
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}
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private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if(!component.Wielded)
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AttemptWield(uid, component, args.User);
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else
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AttemptUnwield(uid, component, args.User);
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}
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public bool CanWield(EntityUid uid, WieldableComponent component, IEntity user, bool quiet=false)
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{
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// Do they have enough hands free?
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if (!EntityManager.TryGetComponent<HandsComponent>(user.Uid, out var hands))
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{
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if(!quiet)
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user.PopupMessage(Loc.GetString("wieldable-component-no-hands"));
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return false;
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}
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if (hands.GetFreeHands() < component.FreeHandsRequired)
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{
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// TODO FLUENT need function to change 'hands' to 'hand' when there's only 1 required
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if (!quiet)
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{
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user.PopupMessage(Loc.GetString("wieldable-component-not-enough-free-hands",
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("number", component.FreeHandsRequired),
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("item", EntityManager.GetEntity(uid))));
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}
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return false;
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}
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// Is it.. actually in one of their hands?
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if (!hands.TryGetHandHoldingEntity(EntityManager.GetEntity(uid), out var _))
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{
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if (!quiet)
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{
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user.PopupMessage(Loc.GetString("wieldable-component-not-in-hands",
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("item", EntityManager.GetEntity(uid))));
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}
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return false;
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}
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// Seems legit.
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return true;
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}
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/// <summary>
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/// Attempts to wield an item, creating a DoAfter..
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/// </summary>
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public void AttemptWield(EntityUid uid, WieldableComponent component, IEntity user)
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{
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if (!CanWield(uid, component, user))
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return;
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var ev = new BeforeWieldEvent();
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RaiseLocalEvent(uid, ev, false);
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var used = EntityManager.GetEntity(uid);
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if (ev.Cancelled) return;
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var doargs = new DoAfterEventArgs(
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user,
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component.WieldTime,
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default,
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used
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)
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{
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BreakOnUserMove = false,
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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TargetFinishedEvent = new ItemWieldedEvent(user),
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UserFinishedEvent = new WieldedItemEvent(used)
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};
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_doAfter.DoAfter(doargs);
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}
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/// <summary>
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/// Attempts to unwield an item, with no DoAfter.
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/// </summary>
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public void AttemptUnwield(EntityUid uid, WieldableComponent component, IEntity user)
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{
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var ev = new BeforeUnwieldEvent();
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RaiseLocalEvent(uid, ev, false);
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var used = EntityManager.GetEntity(uid);
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if (ev.Cancelled) return;
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var targEv = new ItemUnwieldedEvent(user);
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var userEv = new UnwieldedItemEvent(used);
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RaiseLocalEvent(uid, targEv, false);
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RaiseLocalEvent(user.Uid, userEv, false);
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}
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private void OnItemWielded(EntityUid uid, WieldableComponent component, ItemWieldedEvent args)
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{
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if (args.User == null)
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return;
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if (!CanWield(uid, component, args.User) || component.Wielded)
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return;
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if (EntityManager.TryGetComponent<ItemComponent>(uid, out var item))
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{
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component.OldInhandPrefix = item.EquippedPrefix;
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item.EquippedPrefix = component.WieldedInhandPrefix;
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}
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component.Wielded = true;
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if (component.WieldSound != null)
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{
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SoundSystem.Play(Filter.Pvs(EntityManager.GetEntity(uid)), component.WieldSound.GetSound());
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}
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for (var i = 0; i < component.FreeHandsRequired; i++)
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{
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_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.User.Uid);
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}
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args.User.PopupMessage(Loc.GetString("wieldable-component-successful-wield",
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("item", EntityManager.GetEntity(uid))));
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}
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private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
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{
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if (args.User == null)
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return;
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if (!component.Wielded)
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return;
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if (EntityManager.TryGetComponent<ItemComponent>(uid, out var item))
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{
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item.EquippedPrefix = component.OldInhandPrefix;
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}
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component.Wielded = false;
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if (!args.Force) // don't play sound/popup if this was a forced unwield
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{
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if (component.UnwieldSound != null)
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{
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SoundSystem.Play(Filter.Pvs(EntityManager.GetEntity(uid)),
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component.UnwieldSound.GetSound());
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}
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args.User.PopupMessage(Loc.GetString("wieldable-component-failed-wield",
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("item", EntityManager.GetEntity(uid))));
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}
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_virtualItemSystem.DeleteInHandsMatching(args.User.Uid, uid);
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}
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private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, UnequippedHandEvent args)
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{
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if (!component.Wielded || component.Owner.Uid != args.Unequipped.Uid)
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return;
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RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true));
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}
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private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
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{
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if(args.BlockingEntity == uid && component.Wielded)
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AttemptUnwield(args.BlockingEntity, component, EntityManager.GetEntity(args.User));
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}
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private void OnMeleeHit(EntityUid uid, IncreaseDamageOnWieldComponent component, MeleeHitEvent args)
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{
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if (EntityManager.TryGetComponent<WieldableComponent>(uid, out var wield))
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{
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if (!wield.Wielded)
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return;
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}
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if (args.Handled)
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return;
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args.ModifiersList.Add(component.Modifiers);
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}
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}
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#region Events
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public class BeforeWieldEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised on the item that has been wielded.
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/// </summary>
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public class ItemWieldedEvent : EntityEventArgs
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{
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public IEntity? User;
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public ItemWieldedEvent(IEntity? user=null)
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{
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User = user;
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}
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}
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/// <summary>
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/// Raised on the user who wielded the item.
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/// </summary>
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public class WieldedItemEvent : EntityEventArgs
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{
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public IEntity Item;
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public WieldedItemEvent(IEntity item)
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{
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Item = item;
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}
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}
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public class BeforeUnwieldEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised on the item that has been unwielded.
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/// </summary>
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public class ItemUnwieldedEvent : EntityEventArgs
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{
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public IEntity? User;
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/// <summary>
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/// Whether the item is being forced to be unwielded, or if the player chose to unwield it themselves.
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/// </summary>
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public bool Force;
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public ItemUnwieldedEvent(IEntity? user=null, bool force=false)
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{
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User = user;
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Force = force;
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}
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}
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/// <summary>
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/// Raised on the user who unwielded the item.
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/// </summary>
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public class UnwieldedItemEvent : EntityEventArgs
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{
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public IEntity Item;
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public UnwieldedItemEvent(IEntity item)
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{
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Item = item;
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}
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}
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#endregion
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}
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