* PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using Content.Shared.Overlays;
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using Content.Shared.StatusIcon.Components;
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using Content.Shared.NukeOps;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Prototypes;
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namespace Content.Client.Overlays;
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public sealed class ShowSyndicateIconsSystem : EquipmentHudSystem<ShowSyndicateIconsComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeOperativeComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
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}
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private void OnGetStatusIconsEvent(EntityUid uid, NukeOperativeComponent nukeOperativeComponent, ref GetStatusIconsEvent args)
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{
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if (!IsActive || args.InContainer)
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{
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return;
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}
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var syndicateIcons = SyndicateIcon(uid, nukeOperativeComponent);
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args.StatusIcons.AddRange(syndicateIcons);
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}
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private IReadOnlyList<StatusIconPrototype> SyndicateIcon(EntityUid uid, NukeOperativeComponent nukeOperativeComponent)
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{
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var result = new List<StatusIconPrototype>();
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if (_prototype.TryIndex<StatusIconPrototype>(nukeOperativeComponent.SyndStatusIcon, out var syndicateicon))
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{
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result.Add(syndicateicon);
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}
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return result;
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}
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}
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