* Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Shared.Construction;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using System;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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namespace Content.Server.Construction.Completions
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{
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[UsedImplicitly]
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public class SetStackCount : IGraphAction
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{
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public int Amount { get; private set; }
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Amount, "amount", 1);
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}
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public async Task PerformAction(IEntity entity, IEntity? user)
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{
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if (entity.Deleted) return;
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if(!entity.TryGetComponent(out StackComponent? stackComponent)) return;
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stackComponent.Count = Math.Min(stackComponent.MaxCount, Amount);
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if (Amount > stackComponent.MaxCount)
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{
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Logger.Warning("StackCount is bigger than maximum stack capacity, for entity " + entity.Name);
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}
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}
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}
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}
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