* Boom! Emergency access! * Emergency access sound * locale * Updated sounds * bleh * Door electrify base * feat: popups on attempt to activate AI action when wires cut * refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door * refactor: added icon and sound for door overcharge * meta.json should use tabs not spaces * refactor: extracted sounds for airlock overcharge to static field in system * refactor: cleanup, ScarKy0 mentions for resources * refactor: removed unused textures * feat: now notification is displayed when AI attempting to interact with door which have wire cut * StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered * refactor: use PlayLocal to play electrify sound only for AI player * refactor: SetBoltsDown now uses TrySetBoltDown, checks for power. * bolts now check for power using SharedPowerReceiverSystem * electrify localization and louder electrify sounds * extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut * refactor: cleanup * New sprites and fixes * Copyright * even more sprite changes * refactore: cleanup, rename overcharge => electrify --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
26 lines
788 B
C#
26 lines
788 B
C#
using Content.Server.Electrocution;
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using Content.Shared.Electrocution;
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using Content.Shared.Construction;
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namespace Content.Server.Construction.Completions;
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[DataDefinition]
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public sealed partial class AttemptElectrocute : IGraphAction
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{
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public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
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{
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if (userUid == null)
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return;
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if (!entityManager.TryGetComponent<ElectrifiedComponent>(uid, out var electrified))
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return;
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var currentValue = electrified.Enabled;
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electrified.Enabled = true;
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entityManager.EntitySysManager.GetEntitySystem<ElectrocutionSystem>().TryDoElectrifiedAct(uid, userUid.Value, electrified: electrified);
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electrified.Enabled = currentValue;
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}
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}
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