* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
#nullable enable
|
|
using Content.Shared.GameObjects.Components.Buckle;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Client.GameObjects.Components.Buckle
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(SharedBuckleComponent))]
|
|
public class BuckleComponent : SharedBuckleComponent
|
|
{
|
|
private bool _buckled;
|
|
private int? _originalDrawDepth;
|
|
|
|
public override bool Buckled => _buckled;
|
|
|
|
public override bool TryBuckle(IEntity? user, IEntity to)
|
|
{
|
|
// TODO: Prediction
|
|
return false;
|
|
}
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
if (curState is not BuckleComponentState buckle)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_buckled = buckle.Buckled;
|
|
LastEntityBuckledTo = buckle.LastEntityBuckledTo;
|
|
DontCollide = buckle.DontCollide;
|
|
|
|
if (!Owner.TryGetComponent(out SpriteComponent? ownerSprite))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_buckled && buckle.DrawDepth.HasValue)
|
|
{
|
|
_originalDrawDepth ??= ownerSprite.DrawDepth;
|
|
ownerSprite.DrawDepth = buckle.DrawDepth.Value;
|
|
return;
|
|
}
|
|
|
|
if (!_buckled && _originalDrawDepth.HasValue)
|
|
{
|
|
ownerSprite.DrawDepth = _originalDrawDepth.Value;
|
|
_originalDrawDepth = null;
|
|
}
|
|
}
|
|
}
|
|
}
|