mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-10 10:51:14 +03:00
* pcmasterrace * RMC screech port + i guess it works more * i made a magic commit that mostly duplicates the flash system but different TM * it just works nya * final touchups * Revert "pcmasterrace" This reverts commit b75e9265610924c3a1a30761e5e050cb6ee63bc8. * there, support for more :godo: * Update Content.Shared/Screech/SharedScreechSystem.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * all feedback except the big one * i lied * mfw code * fix * le shader temp * vfx * Revert "le shader temp" This reverts commit 0180a8c1a6ffe82f0ae8d151c07d0794c3eb4984. * Update Content.Client/Effects/ScreechShockWaveSystem.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Shared/Screech/ScreechShockWaveComponent.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Effects/ScreechShockWaveSystem.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * rwrw * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Shared/Screech/ScreechSystem.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * :godo: * Update Content.Client/Overlays/ScreechShockWaveOverlay.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Update Content.Client/Effects/ScreechShockWaveSystem.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Effects * sexy * lang * scub * nya * e * fixed shader * entity effects * FNAF IS THIS WHERE U WANNA BE??????? * Update Resources/Locale/en-US/screech/screech.ftl Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * Update Content.Shared/Screech/NoiseProtection.cs Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * weeeee * scar whyyyyy * Update Content.Shared/Screech/ScreechSystem.cs Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * Update Content.Shared/Screech/ScreechSystem.cs Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * Update Content.Shared/Screech/ScreechSystem.cs Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * e * they've got allen wrenches gerbil feeders toilet seat electric heaters * cleanup * datafield ig * Revert "datafield ig" This reverts commit dd0d9421452f156b0b1ebc527ac9b142d657ae50. * comments --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: nomdéraisonnablementlong <you@example.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
223 lines
11 KiB
C#
223 lines
11 KiB
C#
using Content.Shared.Armor;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Chat;
|
|
using Content.Shared.Chemistry;
|
|
using Content.Shared.Chemistry.Events;
|
|
using Content.Shared.Climbing.Events;
|
|
using Content.Shared.Contraband;
|
|
using Content.Shared.Damage.Events;
|
|
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Electrocution;
|
|
using Content.Shared.Explosion;
|
|
using Content.Shared.Eye.Blinding.Systems;
|
|
using Content.Shared.Flash;
|
|
using Content.Shared.Glue;
|
|
using Content.Shared.Gravity;
|
|
using Content.Shared.IdentityManagement.Components;
|
|
using Content.Shared.Implants;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Lube;
|
|
using Content.Shared.Movement.Events;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.NameModifier.EntitySystems;
|
|
using Content.Shared.NightVision;
|
|
using Content.Shared.Nutrition;
|
|
using Content.Shared.Overlays;
|
|
using Content.Shared.Projectiles;
|
|
using Content.Shared.Radio;
|
|
using Content.Shared.Screech;
|
|
using Content.Shared.Slippery;
|
|
using Content.Shared.Speech;
|
|
using Content.Shared.Standing;
|
|
using Content.Shared.Strip.Components;
|
|
using Content.Shared.Temperature;
|
|
using Content.Shared.Verbs;
|
|
using Content.Shared.VoiceMask;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Content.Shared.Wieldable;
|
|
using Content.Shared.Zombies;
|
|
|
|
namespace Content.Shared.Inventory;
|
|
|
|
public partial class InventorySystem
|
|
{
|
|
public void InitializeRelay()
|
|
{
|
|
SubscribeLocalEvent<InventoryComponent, DamageModifyEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetDefaultRadioChannelEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshNameModifiersEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, TransformSpeakerNameEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, TransformSpeechEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, SelfBeforeInjectEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, BeforeInjectTargetEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, SelfBeforeGunShotEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, SelfBeforeClimbEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, CoefficientQueryEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ZombificationResistanceQueryEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, IsEquippingTargetAttemptEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, IsUnequippingTargetAttemptEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ChameleonControllerOutfitSelectedEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, VoiceMaskNameUpdatedEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, VoiceMaskToggledEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, BeforeEmoteEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, StoodEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, DownedEvent>(RelayInventoryEvent);
|
|
|
|
// by-ref events
|
|
SubscribeLocalEvent<InventoryComponent, AccentGetEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshFrictionModifiersEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, BeforeStaminaDamageEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetSlowedOverSlipperyModifierEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ModifySlowOnDamageSpeedEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ExtinguishEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ProjectileReflectAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, HitScanReflectAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetContrabandDetailsEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, FlashAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, WieldAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, UnwieldAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, IngestionAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, ScreechEffectAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshNightVisionEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GluedEffectAttemptEvent>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, LubedEffectAttemptEvent>(RefRelayInventoryEvent);
|
|
|
|
// Eye/vision events
|
|
SubscribeLocalEvent<InventoryComponent, CanSeeAttemptEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetEyeProtectionEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, GetBlurEvent>(RelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, SolutionScanEvent>(RelayInventoryEvent);
|
|
|
|
// ComponentActivatedClientSystems
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowJobIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthBarsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHealthIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowHungerIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowThirstIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowMindShieldIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowCriminalRecordIconsComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<BlackAndWhiteOverlayComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<NoirOverlayComponent>>(RefRelayInventoryEvent);
|
|
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ThermalSightComponent>>(RefRelayInventoryEvent);
|
|
|
|
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
|
|
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<InnateVerb>>(OnGetInnateVerbs);
|
|
|
|
}
|
|
|
|
protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
|
|
{
|
|
RelayEvent((uid, component), ref args);
|
|
}
|
|
|
|
protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
|
|
{
|
|
RelayEvent((uid, component), args);
|
|
}
|
|
|
|
public void RelayEvent<T>(Entity<InventoryComponent> inventory, ref T args) where T : IInventoryRelayEvent
|
|
{
|
|
if (args.TargetSlots == SlotFlags.NONE)
|
|
return;
|
|
|
|
// this copies the by-ref event if it is a struct
|
|
var ev = new InventoryRelayedEvent<T>(args, inventory.Owner);
|
|
var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
|
|
while (enumerator.NextItem(out var item))
|
|
{
|
|
RaiseLocalEvent(item, ev);
|
|
}
|
|
|
|
// and now we copy it back
|
|
args = ev.Args;
|
|
}
|
|
|
|
public void RelayEvent<T>(Entity<InventoryComponent> inventory, T args) where T : IInventoryRelayEvent
|
|
{
|
|
if (args.TargetSlots == SlotFlags.NONE)
|
|
return;
|
|
|
|
var ev = new InventoryRelayedEvent<T>(args, inventory.Owner);
|
|
var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
|
|
while (enumerator.NextItem(out var item))
|
|
{
|
|
RaiseLocalEvent(item, ev);
|
|
}
|
|
}
|
|
|
|
private void OnGetEquipmentVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<EquipmentVerb> args)
|
|
{
|
|
// Automatically relay stripping related verbs to all equipped clothing.
|
|
var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args, uid);
|
|
var enumerator = new InventorySlotEnumerator(component);
|
|
while (enumerator.NextItem(out var item, out var slotDef))
|
|
{
|
|
if (!_strippable.IsStripHidden(slotDef, args.User) || args.User == uid)
|
|
RaiseLocalEvent(item, ev);
|
|
}
|
|
}
|
|
|
|
private void OnGetInnateVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<InnateVerb> args)
|
|
{
|
|
// Automatically relay stripping related verbs to all equipped clothing.
|
|
var ev = new InventoryRelayedEvent<GetVerbsEvent<InnateVerb>>(args, uid);
|
|
var enumerator = new InventorySlotEnumerator(component, SlotFlags.WITHOUT_POCKET);
|
|
while (enumerator.NextItem(out var item))
|
|
{
|
|
RaiseLocalEvent(item, ev);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event wrapper for relayed events.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This avoids nested inventory relays, and makes it easy to have certain events only handled by the initial
|
|
/// target entity. E.g. health based movement speed modifiers should not be handled by a hat, even if that hat
|
|
/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
|
|
/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
|
|
/// </remarks>
|
|
public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
|
|
{
|
|
public TEvent Args;
|
|
|
|
public EntityUid Owner;
|
|
|
|
public InventoryRelayedEvent(TEvent args, EntityUid owner)
|
|
{
|
|
Args = args;
|
|
Owner = owner;
|
|
}
|
|
}
|
|
|
|
public interface IClothingSlots
|
|
{
|
|
SlotFlags Slots { get; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Events that should be relayed to inventory slots should implement this interface.
|
|
/// </summary>
|
|
public interface IInventoryRelayEvent
|
|
{
|
|
/// <summary>
|
|
/// What inventory slots should this event be relayed to, if any?
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// In general you may want to exclude <see cref="SlotFlags.POCKET"/>, given that those items are not truly
|
|
/// "equipped" by the user.
|
|
/// </remarks>
|
|
public SlotFlags TargetSlots { get; }
|
|
}
|