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* Add prototype-backed admin verb framework * Add reusable admin verb operations * Add smite-specific admin operations * Migrate admin smites to prototypes * More docs for god of docs * We dont have prediction here, so... * Final cleanup * Fix adminSmite * Add segment display control * Add generic thermoregulator * Add thermobath systems * Replace hotplate with thermobath * Refine thermobath layout * move simple smites to effects * move comps to effects * move add action to effect * move add mind role to effect * move add user interfaces to effect * move godmode to effect * move eye zoom to effect * move speed swap to effect * move spill bloodstream to effect * move remove organs to effect * move cream pie to effect * move slip to effect * fix server effect usings * move homing rod to effect * move locker stuff to effect * move tabletop dimension to effect * move pinball to effect * move yeet to effect * move silicon laws to effect * move ghost kick to effect * remove admin operations * revert sht * remove BOM * use admin verb prototypes for smites * add heart attack smite prototype * docs update * fix AdminSmiteVomitOrgans * split and move to shared * move to shared * move to shared and predict * PredictedQueueDel * fix Popup * fix HomingRod * port DeleteEntityEntityEffectSystem * fix StuffIntoLockerEntityEffectSystem * upd * fix eye * fix movement * fix!! * fix and doc * Add admin verb category prototype * upd AdminVerbPrototype * split verbs * SuperSuperSuperBonk * Update PopupMessageEntityEffectSystem.cs * fields --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
26 lines
1.1 KiB
C#
26 lines
1.1 KiB
C#
using Content.Server.Tabletop;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects.Smite;
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using Content.Shared.Tabletop.Components;
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namespace Content.Server.EntityEffects.Effects.Smite;
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/// <summary>
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/// Spawns a game board and moves this entity into its tabletop session.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
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public sealed partial class TabletopDimensionEntityEffectSystem : EntityEffectSystem<MetaDataComponent, TabletopDimension>
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{
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[Dependency] private TabletopSystem _tabletop = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<TabletopDimension> args)
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{
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var xform = Transform(entity);
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var board = Spawn(args.Effect.Prototype, xform.Coordinates);
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var session = _tabletop.EnsureSession(Comp<TabletopGameComponent>(board));
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_transform.SetMapCoordinates(entity, session.Position);
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_transform.SetWorldRotationNoLerp((entity.Owner, xform), Angle.Zero);
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}
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}
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