* Implemented most serverside logic * All serverside cuff logic complete * SFX, Clientside HUD stuff, Other logic. * fffff * Cuffs 1.0 * missing loc string * Cuffs are stored in the balls now. * Basic integrationtest * Support stripping menu. * rrr * Fixes * properties * gun emoji * fixes * get rid of unused * reeee * Update Content.Shared/GameObjects/ContentNetIDs.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
28 lines
909 B
C#
28 lines
909 B
C#
using Robust.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Robust.Client.Graphics;
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using Robust.Client.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Client.GameObjects.Components.ActionBlocking
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{
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[RegisterComponent]
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public class HandcuffComponent : SharedHandcuffComponent
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{
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var cuffState = curState as HandcuffedComponentState;
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if (cuffState == null || cuffState.IconState == string.Empty)
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{
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return;
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}
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if (Owner.TryGetComponent<SpriteComponent>(out var sprite))
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{
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sprite.LayerSetState(0, new RSI.StateId(cuffState.IconState)); // TODO: safety check to see if RSI contains the state?
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}
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}
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}
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}
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