* Fake Mindshield (With some bad sprites) - Add FakeMindshield System and Component - Add FakeMindsheildImplantSystem and Component - modify ShowMindShieldIconsSystem to check for FakeMindshields - add all supporting yaml for the Implants, action and uplink - add loc file stuff - add unfinished sprites * Cleanup, add to thief toolbox, remove metagame - Move Implant sameness check to AFTER the implant DoAfter to prevent instant identification of Deception Implants - cleanup the systems and components - add the fake mindshield to the Thief toolbox * part 1 of fixing the folder problem * Make the fakemindshield sprite folder lowercase * CR - Move ImplantCheck into shared, cleanup - Moved ImplantCheck and eventsubscription into Shared - Remove Client/Server extensions of FakeMindshieldImplantSystem and FakeMindShieldSystem and make shared Sealed - make OnToggleMindshield Private, use the event! * CR - Cleanup extra lines, fix some Prototype - cleaned up extra liens in ImplanterSystem and SharedFakeMindshieldSystem from when i was developing - Uplink catalog no longer lists the implant in 2 spots, only implants now, also uses the On state action icon - added a comment about why it's reraising the action event rather than directly interacting with the FakeMindshield Component * Fake Mindshield CR: - Added a comment about IsEnabled - moved OnFakeMindShieldToggle to Entity<> from Uid, Comp - fixed some formatting in uplink_catalog * CR - Add a bit more comment
39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
using Content.Shared.Mindshield.Components;
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using Content.Shared.Overlays;
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using Content.Shared.StatusIcon;
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using Content.Shared.StatusIcon.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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public sealed class ShowMindShieldIconsSystem : EquipmentHudSystem<ShowMindShieldIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindShieldComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
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SubscribeLocalEvent<FakeMindShieldComponent, GetStatusIconsEvent>(OnGetStatusIconsEventFake);
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}
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// TODO: Probably need to get this OFF of client since this can be read by bad actors rather easily
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// ...imagine cheating in a game about silly paper dolls
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private void OnGetStatusIconsEventFake(EntityUid uid, FakeMindShieldComponent component, ref GetStatusIconsEvent ev)
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{
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if(!IsActive)
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return;
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if (component.IsEnabled && _prototype.TryIndex(component.MindShieldStatusIcon, out var fakeStatusIconPrototype))
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ev.StatusIcons.Add(fakeStatusIconPrototype);
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}
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private void OnGetStatusIconsEvent(EntityUid uid, MindShieldComponent component, ref GetStatusIconsEvent ev)
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{
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if (!IsActive)
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return;
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if (_prototype.TryIndex(component.MindShieldStatusIcon, out var iconPrototype))
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ev.StatusIcons.Add(iconPrototype);
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}
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}
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