* Rejig Actions * fix merge errors * lambda-b-gon * fix PAI, add innate actions * Revert "fix PAI, add innate actions" This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b. * Just fix by making nullable. if only require: true actually did something somehow. * Make AddActions() ensure an actions component and misc comments * misc cleanup * Limit range even when not checking for obstructions * remove old guardian code * rename function and make EntityUid nullable * fix magboot bug * fix action search menu * make targeting toggle all equivalent actions * fix combat popups (enabling <-> disabling) * fix networking * Allow action locking * prevent telepathy
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Movement.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Clothing
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{
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[NetworkedComponent()]
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public abstract class SharedMagbootsComponent : Component
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{
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[DataField("toggleAction", required: true)]
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public InstantAction ToggleAction = new();
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public abstract bool On { get; set; }
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protected void OnChanged()
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{
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EntitySystem.Get<SharedActionsSystem>().SetToggled(ToggleAction, On);
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// inventory system will automatically hook into the event raised by this and update accordingly
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if (Owner.TryGetContainer(out var container))
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{
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EntitySystem.Get<MovementSpeedModifierSystem>().RefreshMovementSpeedModifiers(container.Owner);
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}
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}
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[DataField("walkMoveCoeffecient", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public float WalkMoveCoeffecient = 0.85f;
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[DataField("sprintMoveCoeffecient", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public float SprintMoveCoeffecient = 0.65f;
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public float WalkSpeedModifier => On ? WalkMoveCoeffecient : 1;
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public float SprintSpeedModifier => On ? SprintMoveCoeffecient : 1;
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[Serializable, NetSerializable]
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public sealed class MagbootsComponentState : ComponentState
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{
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public bool On { get; }
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public MagbootsComponentState(bool @on)
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{
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On = on;
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}
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}
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}
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}
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