* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
22 lines
581 B
C#
22 lines
581 B
C#
using Content.Shared.Hands.Components;
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namespace Content.Server.NPC.HTN.Preconditions;
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/// <summary>
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/// Returns true if an entity is held in the active hand.
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/// </summary>
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public sealed class ActiveHandEntityPrecondition : HTNPrecondition
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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public override bool IsMet(NPCBlackboard blackboard)
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{
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if (!blackboard.TryGetValue(NPCBlackboard.ActiveHand, out Hand? activeHand, _entManager))
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{
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return false;
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}
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return activeHand.HeldEntity != null;
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}
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}
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