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* init * further work TODO: - Sprite - Fix sound playing if item(s) were removed * work work work TODO: - Sprite * clean * sprite * yeah * guh * multi item support * Update ForcedItemStatusEffectComponent.cs * review + balance i dk
53 lines
2 KiB
C#
53 lines
2 KiB
C#
using Content.Shared.Atmos;
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using Content.Shared.Camera;
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using Content.Shared.Cuffs;
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using Content.Shared.Hands.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Wieldable;
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namespace Content.Shared.Hands.EntitySystems;
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public abstract partial class SharedHandsSystem
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<HandsComponent, GetEyePvsScaleRelayedEvent>(RelayEvent);
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SubscribeLocalEvent<HandsComponent, RefreshMovementSpeedModifiersEvent>(RelayEvent);
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// By-ref events.
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SubscribeLocalEvent<HandsComponent, GetEyeOffsetRelayedEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, ExtinguishEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, WieldAttemptEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, UnwieldAttemptEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, TargetHandcuffedEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, BeforeTargetHandcuffedEvent>(RefRelayEvent);
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SubscribeLocalEvent<HandsComponent, RefreshWeightlessModifiersEvent>(RefRelayEvent);
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}
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private void RelayEvent<T>(Entity<HandsComponent> entity, ref T args) where T : EntityEventArgs
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{
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CoreRelayEvent(entity, ref args);
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}
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private void RefRelayEvent<T>(Entity<HandsComponent> entity, ref T args)
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{
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var ev = CoreRelayEvent(entity, ref args);
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args = ev.Args;
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}
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private HeldRelayedEvent<T> CoreRelayEvent<T>(Entity<HandsComponent> entity, ref T args)
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{
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var ev = new HeldRelayedEvent<T>(args);
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foreach (var held in EnumerateHeld(entity.AsNullable()))
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{
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RaiseLocalEvent(held, ref ev);
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}
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return ev;
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}
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}
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