* Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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namespace Content.Shared.Clothing.EntitySystems;
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/// <summary>
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/// A system for the operation of a component that prohibits the player from taking off his own clothes that have this component.
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/// </summary>
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public sealed class SelfUnremovableClothingSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SelfUnremovableClothingComponent, BeingUnequippedAttemptEvent>(OnUnequip);
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SubscribeLocalEvent<SelfUnremovableClothingComponent, ExaminedEvent>(OnUnequipMarkup);
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}
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private void OnUnequip(Entity<SelfUnremovableClothingComponent> selfUnremovableClothing, ref BeingUnequippedAttemptEvent args)
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{
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if (TryComp<ClothingComponent>(selfUnremovableClothing, out var clothing) && (clothing.Slots & args.SlotFlags) == SlotFlags.NONE)
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return;
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if (args.UnEquipTarget == args.Unequipee)
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{
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args.Cancel();
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}
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}
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private void OnUnequipMarkup(Entity<SelfUnremovableClothingComponent> selfUnremovableClothing, ref ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("comp-self-unremovable-clothing"));
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}
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}
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