* Slipping tweaks + remove EffectBlocker * mfw failed merge conflict resolution Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using Content.Client.HUD;
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using Content.Client.Items.Components;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Slippery;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public sealed class ClientInventorySystem : EntitySystem
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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public override void Initialize()
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{
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base.Initialize();
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenInventoryMenu,
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InputCmdHandler.FromDelegate(_ => HandleOpenInventoryMenu()))
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.Register<ClientInventorySystem>();
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SubscribeLocalEvent<ClientInventoryComponent, PlayerAttachedEvent>((_, component, _) => component.PlayerAttached());
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SubscribeLocalEvent<ClientInventoryComponent, PlayerDetachedEvent>((_, component, _) => component.PlayerDetached());
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SubscribeLocalEvent<ClientInventoryComponent, SlipAttemptEvent>(OnSlipAttemptEvent);
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}
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// jesus christ, this is duplicated to server/client, should really just be shared..
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private void OnSlipAttemptEvent(EntityUid uid, ClientInventoryComponent component, SlipAttemptEvent args)
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{
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if (component.TryGetSlot(EquipmentSlotDefines.Slots.SHOES, out IEntity? shoes))
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{
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RaiseLocalEvent(shoes.Uid, args, false);
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}
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<ClientInventorySystem>();
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base.Shutdown();
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}
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private void HandleOpenInventoryMenu()
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{
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_gameHud.InventoryButtonDown = !_gameHud.InventoryButtonDown;
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}
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}
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}
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