CatStation/Content.Shared/Clothing/EntitySystems/SelfUnremovableClothingSystem.cs
DrSmugleaf 65f5f67cd5
Make every EntitySystem partial (#45220)
* 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>
2026-08-14 18:24:47 +00:00

36 lines
1.3 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Examine;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
namespace Content.Shared.Clothing.EntitySystems;
/// <summary>
/// A system for the operation of a component that prohibits the player from taking off his own clothes that have this component.
/// </summary>
public sealed partial class SelfUnremovableClothingSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SelfUnremovableClothingComponent, BeingUnequippedAttemptEvent>(OnUnequip);
SubscribeLocalEvent<SelfUnremovableClothingComponent, ExaminedEvent>(OnUnequipMarkup);
}
private void OnUnequip(Entity<SelfUnremovableClothingComponent> selfUnremovableClothing, ref BeingUnequippedAttemptEvent args)
{
if (TryComp<ClothingComponent>(selfUnremovableClothing, out var clothing) && (clothing.Slots & args.SlotFlags) == SlotFlags.NONE)
return;
if (args.UnEquipTarget == args.User)
{
args.Cancel();
}
}
private void OnUnequipMarkup(Entity<SelfUnremovableClothingComponent> selfUnremovableClothing, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("comp-self-unremovable-clothing"));
}
}