CatStation/Content.Shared/Inventory/SelfEquipOnlySystem.cs
slarticodefast e7807e1126
Add FleetingClothingComponent (#43444)
* fleeting clothing

* empty containers
2026-04-12 13:15:38 +00:00

45 lines
1.4 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Clothing.Components;
using Content.Shared.Inventory.Events;
namespace Content.Shared.Inventory;
public sealed class SelfEquipOnlySystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<SelfEquipOnlyComponent, BeingEquippedAttemptEvent>(OnBeingEquipped);
SubscribeLocalEvent<SelfEquipOnlyComponent, BeingUnequippedAttemptEvent>(OnBeingUnequipped);
}
private void OnBeingEquipped(Entity<SelfEquipOnlyComponent> ent, ref BeingEquippedAttemptEvent args)
{
if (args.Cancelled)
return;
if (TryComp<ClothingComponent>(ent, out var clothing) && (clothing.Slots & args.SlotFlags) == SlotFlags.NONE)
return;
if (args.User != args.EquipTarget)
args.Cancel();
}
private void OnBeingUnequipped(Entity<SelfEquipOnlyComponent> ent, ref BeingUnequippedAttemptEvent args)
{
if (args.Cancelled)
return;
if (args.User == args.UnEquipTarget)
return;
if (TryComp<ClothingComponent>(ent, out var clothing) && (clothing.Slots & args.SlotFlags) == SlotFlags.NONE)
return;
if (ent.Comp.UnequipRequireConscious && !_actionBlocker.CanConsciouslyPerformAction(args.UnEquipTarget))
return;
args.Cancel();
}
}