Files
tbd-station-14/Content.Server/Inventory/ServerInventorySystem.cs
2022-03-13 02:05:11 +11:00

47 lines
1.7 KiB
C#

using Content.Server.Atmos;
using Content.Server.Clothing.Components;
using Content.Server.Storage.Components;
using Content.Server.Temperature.Systems;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using InventoryComponent = Content.Shared.Inventory.InventoryComponent;
namespace Content.Server.Inventory
{
sealed class ServerInventorySystem : InventorySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InventoryComponent, HighPressureEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, LowPressureEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
SubscribeLocalEvent<ClothingComponent, UseInHandEvent>(OnUseInHand);
SubscribeNetworkEvent<OpenSlotStorageNetworkMessage>(OnOpenSlotStorage);
}
private void OnUseInHand(EntityUid uid, ClothingComponent component, UseInHandEvent args)
{
if (args.Handled || !component.QuickEquip)
return;
QuickEquip(uid, component, args);
}
private void OnOpenSlotStorage(OpenSlotStorageNetworkMessage ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not EntityUid { Valid: true } uid)
return;
if (TryGetSlotEntity(uid, ev.Slot, out var entityUid) && TryComp<ServerStorageComponent>(entityUid, out var storageComponent))
{
storageComponent.OpenStorageUI(uid);
}
}
}
}