CatStation/Content.Shared/EntityEffects/Effects/SlipEntityEffectSystem.cs
AndrewFenriz 53e29ab962
Move admin smites to prototypes (#45550)
* 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>
2026-09-18 19:01:16 +00:00

33 lines
1.1 KiB
C#

using Content.Shared.Slippery;
namespace Content.Shared.EntityEffects.Effects;
/// <summary>
/// Attempts to slip this entity once, using its existing slippery settings when present.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
public sealed partial class SlipEntityEffectSystem : EntityEffectSystem<MetaDataComponent, Slip>
{
[Dependency] private SlipperySystem _slippery = default!;
protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<Slip> args)
{
var hadSlipComponent = EnsureComp(entity, out SlipperyComponent slipComponent);
if (!hadSlipComponent)
slipComponent.SlipData = args.Effect.Slippery;
_slippery.TrySlip(entity, slipComponent, entity, false);
if (!hadSlipComponent)
RemComp(entity, slipComponent);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class Slip : EntityEffectBase<Slip>
{
/// <summary>
/// Slip settings to use when this entity has no existing slippery component.
/// </summary>
[DataField]
public SlipperyEffectEntry Slippery = new();
}