* Init commit * move to shared and remove all from component * maybe that * Use SharedBuckleSystem * Rename to WheelchairBound * Move Carriage to prototype * Update sprite to TG, add folded sprite, rename carriage to wheelchair * Fix wheelchair rsi path * Add stand & down for buckling * Add wheelchair inhand sprites * Move wheelchair down in file & fix fold sprite & add suffix Vehicle * Use new wheelchair id * Add standing & speed reset on component remove * Split system to leg paralyzed and wheelchair bound * Rename to LegsParalyzed * Rename in prototype * Move LegsParalyzed to shared --------- Co-authored-by: Ray <vigersray@gmail.com>
47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using Content.Shared.Body.Systems;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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namespace Content.Shared.Traits.Assorted;
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public sealed class LegsParalyzedSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifierSystem = default!;
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[Dependency] private readonly StandingStateSystem _standingSystem = default!;
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[Dependency] private readonly SharedBodySystem _bodySystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<LegsParalyzedComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<LegsParalyzedComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<LegsParalyzedComponent, BuckleChangeEvent>(OnBuckleChange);
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}
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private void OnStartup(EntityUid uid, LegsParalyzedComponent component, ComponentStartup args)
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{
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// TODO: In future probably must be surgery related wound
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var movementSpeed = EnsureComp<MovementSpeedModifierComponent>(uid);
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_movementSpeedModifierSystem.ChangeBaseSpeed(uid, 0, 0, 20, movementSpeed);
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}
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private void OnShutdown(EntityUid uid, LegsParalyzedComponent component, ComponentShutdown args)
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{
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_standingSystem.Stand(uid);
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_bodySystem.UpdateMovementSpeed(uid);
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}
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private void OnBuckleChange(EntityUid uid, LegsParalyzedComponent component, ref BuckleChangeEvent args)
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{
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if (args.Buckling)
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{
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_standingSystem.Stand(args.BuckledEntity);
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}
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else
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{
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_standingSystem.Down(args.BuckledEntity);
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}
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}
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}
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