* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
39 lines
1.0 KiB
C#
39 lines
1.0 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Silicons.Borgs.Components;
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namespace Content.Shared.Silicons.Borgs;
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public abstract partial class SharedBorgSystem
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{
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public void InitializeRelay()
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{
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SubscribeLocalEvent<BorgChassisComponent, DamageModifyEvent>(RelayToModule);
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}
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protected void RelayToModule<T>(EntityUid uid, BorgChassisComponent component, T args) where T : class
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{
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var ev = new BorgModuleRelayedEvent<T>(args);
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foreach (var module in component.ModuleContainer.ContainedEntities)
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{
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RaiseLocalEvent(module, ref ev);
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}
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}
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protected void RelayRefToModule<T>(EntityUid uid, BorgChassisComponent component, ref T args) where T : class
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{
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var ev = new BorgModuleRelayedEvent<T>(args);
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foreach (var module in component.ModuleContainer.ContainedEntities)
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{
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RaiseLocalEvent(module, ref ev);
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}
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}
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}
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[ByRefEvent]
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public record struct BorgModuleRelayedEvent<TEvent>(TEvent Args)
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{
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public readonly TEvent Args = Args;
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}
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