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* Ported all I did inside forky to wizden * Added new weighted coin to the uplink * fixed the attributions license * fixed the attributions license but this time for real * fixed the attributions license but this time for real 2: electric boogaloo * Changed diamond and gold tail sprites because I was dissatisfied with them * dice bikeshed * Changed gold coin tails sprite again, this time to one that makes more sense since I found out THAT ITS A HEAD WHAT THE HELL * Minor review changes * Oops All Yaml * Removed the weighted coin from the uplink * Fixed that fucking license that I hate * Added attributions for the tails sprites * Submodule * Submodule for real * Performed requested changes --------- Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
25 lines
864 B
C#
25 lines
864 B
C#
using Content.Shared.Dice;
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using Robust.Client.GameObjects;
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namespace Content.Client.Dice;
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public sealed partial class DiceSystem : SharedDiceSystem
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{
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[Dependency] private SpriteSystem _sprite = default!;
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[SubscribeLocalEvent]
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private void OnDiceAfterHandleState(Entity<DiceComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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if (!TryComp<SpriteComponent>(entity, out var sprite))
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return;
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// TODO maybe just move each die to its own RSI?
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// If this is ever done keep in mind coin flips also use this system
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var state = _sprite.LayerGetRsiState((entity.Owner, sprite), 0).Name;
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if (state == null)
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return;
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var prefix = state.Substring(0, state.IndexOf('_'));
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_sprite.LayerSetRsiState((entity.Owner, sprite), 0, $"{prefix}_{entity.Comp.CurrentValue}");
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}
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}
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