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* Make every EntitySystem partial * Oobs thats for a diff PR * Also oops on that one * Test systems * git are we fr * Update file templates * cleanup empty classes while we are here * forgor --------- Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
36 lines
1.3 KiB
C#
36 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 partial 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.User)
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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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