# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
455 lines
17 KiB
C#
455 lines
17 KiB
C#
using System.Linq;
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using Content.Shared.Camera;
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using Content.Shared._Sunrise.Biocode;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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namespace Content.Shared.Wieldable;
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public abstract class SharedWieldableSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly BiocodeSystem _biocodeSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem), typeof(BatteryWeaponFireModesSystem)]);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
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SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
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SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedEvent>(OnBlockerEquipped);
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SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedHandEvent>(OnBlockerEquippedHand);
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SubscribeLocalEvent<WieldingBlockerComponent, WieldAttemptEvent>(OnBlockerAttempt);
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SubscribeLocalEvent<WieldingBlockerComponent, InventoryRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
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SubscribeLocalEvent<WieldingBlockerComponent, HeldRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
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SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
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SubscribeLocalEvent<GunRequiresWieldComponent, ExaminedEvent>(OnExamineRequires);
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SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
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SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
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SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancelled = true;
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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}
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}
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private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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// Sunrise-Edit
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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args.Cancel();
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var time = _timing.CurTime;
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if (time > component.LastPopup + component.PopupCooldown &&
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!HasComp<MeleeWeaponComponent>(uid) &&
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!HasComp<MeleeRequiresWieldComponent>(uid))
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{
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component.LastPopup = time;
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var message = Loc.GetString("wieldable-component-requires", ("item", uid));
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_popup.PopupClient(message, args.Used, args.User);
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}
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}
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}
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private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
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{
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if (_hands.GetHandCount(args.User) > 2)
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return;
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TryUnwield(uid, component, args.User);
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}
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private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
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{
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if (TryComp(bonus, out WieldableComponent? wield) &&
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wield.Wielded)
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{
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args.MinAngle += bonus.Comp.MinAngle;
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args.MaxAngle += bonus.Comp.MaxAngle;
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args.AngleDecay += bonus.Comp.AngleDecay;
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args.AngleIncrease += bonus.Comp.AngleIncrease;
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}
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}
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private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
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{
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if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
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{
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args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
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}
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}
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private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
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{
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if (entity.Comp.WieldRequiresExamineMessage != null)
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args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
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}
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private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
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{
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if (HasComp<GunRequiresWieldComponent>(uid))
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return;
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if (component.WieldBonusExamineMessage != null)
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args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
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}
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private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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// Sunrise-Start
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if (TryComp<BiocodeComponent>(uid, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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if (!_hands.IsHolding((args.User, args.Hands), uid, out _))
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return;
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// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
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// verb. Or just don't add it to the list if the action is not executable.
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// TODO VERBS ICON
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InteractionVerb verb = new()
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{
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Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
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Act = component.Wielded
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? () => TryUnwield(uid, component, args.User)
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: () => TryWield(uid, component, args.User)
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};
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args.Verbs.Add(verb);
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}
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private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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// Sunrise-Start
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if (TryComp<BiocodeComponent>(uid, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
|
|
return;
|
|
}
|
|
// Sunrise-End
|
|
|
|
if (!component.Wielded)
|
|
{
|
|
TryWield(uid, component, args.User);
|
|
args.Handled = true; // always mark as handled or we will cycle ammo when wielding is blocked
|
|
}
|
|
else if (component.UnwieldOnUse)
|
|
{
|
|
TryUnwield(uid, component, args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
if (HasComp<UseDelayComponent>(uid) && !component.UseDelayOnWield)
|
|
args.ApplyDelay = false;
|
|
}
|
|
|
|
private void OnBlockerEquipped(Entity<WieldingBlockerComponent> ent, ref GotEquippedEvent args)
|
|
{
|
|
if (ent.Comp.BlockEquipped)
|
|
UnwieldAll(args.Equipee, force: true);
|
|
}
|
|
|
|
private void OnBlockerEquippedHand(Entity<WieldingBlockerComponent> ent, ref GotEquippedHandEvent args)
|
|
{
|
|
if (ent.Comp.BlockInHand)
|
|
UnwieldAll(args.User, force: true);
|
|
}
|
|
|
|
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref InventoryRelayedEvent<WieldAttemptEvent> args)
|
|
{
|
|
if (ent.Comp.BlockEquipped)
|
|
{
|
|
args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
|
|
args.Args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref HeldRelayedEvent<WieldAttemptEvent> args)
|
|
{
|
|
if (ent.Comp.BlockInHand)
|
|
{
|
|
args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
|
|
args.Args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref WieldAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
|
|
{
|
|
// Do they have enough hands free?
|
|
if (!TryComp<HandsComponent>(user, out var hands))
|
|
{
|
|
if (!quiet)
|
|
_popup.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
|
|
return false;
|
|
}
|
|
|
|
// Is it.. actually in one of their hands?
|
|
if (!_hands.IsHolding((user, hands), uid, out _))
|
|
{
|
|
if (!quiet)
|
|
_popup.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
|
|
return false;
|
|
}
|
|
|
|
if (_hands.CountFreeableHands((user, hands), except: uid) < component.FreeHandsRequired)
|
|
{
|
|
if (!quiet)
|
|
{
|
|
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
|
|
("number", component.FreeHandsRequired), ("item", uid));
|
|
_popup.PopupClient(message, user, user);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Seems legit.
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to wield an item, starting a UseDelay after.
|
|
/// </summary>
|
|
/// <returns>True if the attempt wasn't blocked.</returns>
|
|
public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
|
|
{
|
|
if (!CanWield(used, component, user))
|
|
return false;
|
|
|
|
if (TryComp(used, out UseDelayComponent? useDelay) && component.UseDelayOnWield)
|
|
{
|
|
if (!_delay.TryResetDelay((used, useDelay), true))
|
|
return false;
|
|
}
|
|
|
|
var attemptEv = new WieldAttemptEvent(user, used);
|
|
RaiseLocalEvent(user, ref attemptEv);
|
|
|
|
if (attemptEv.Cancelled)
|
|
{
|
|
if (attemptEv.Message != null)
|
|
_popup.PopupClient(attemptEv.Message, user, user);
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<ItemComponent>(used, out var item))
|
|
{
|
|
component.OldInhandPrefix = item.HeldPrefix;
|
|
_item.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
|
|
}
|
|
|
|
SetWielded((used, component), true);
|
|
|
|
if (component.WieldSound != null)
|
|
_audio.PlayPredicted(component.WieldSound, used, user);
|
|
|
|
//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
|
|
var virtuals = new ValueList<EntityUid>();
|
|
for (var i = 0; i < component.FreeHandsRequired; i++)
|
|
{
|
|
// don't show a popup when dropping items because it will overlap with the popup for wielding
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true, silent: true))
|
|
{
|
|
virtuals.Add(virtualItem.Value);
|
|
continue;
|
|
}
|
|
|
|
foreach (var existingVirtual in virtuals)
|
|
{
|
|
QueueDel(existingVirtual);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
|
|
var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", Identity.Entity(user, EntityManager)), ("item", used));
|
|
_popup.PopupPredicted(selfMessage, othersMessage, user, user);
|
|
|
|
var ev = new ItemWieldedEvent(user);
|
|
RaiseLocalEvent(used, ref ev);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to unwield an item, with no use delay.
|
|
/// </summary>
|
|
/// <returns>True if the attempt wasn't blocked.</returns>
|
|
public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user, bool force = false)
|
|
{
|
|
if (!component.Wielded)
|
|
return false; // already unwielded
|
|
|
|
if (!force)
|
|
{
|
|
var attemptEv = new UnwieldAttemptEvent(user, used);
|
|
RaiseLocalEvent(user, ref attemptEv);
|
|
|
|
if (attemptEv.Cancelled)
|
|
{
|
|
if (attemptEv.Message != null)
|
|
_popup.PopupClient(attemptEv.Message, user, user);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetWielded((used, component), false);
|
|
|
|
var ev = new ItemUnwieldedEvent(user, force);
|
|
RaiseLocalEvent(used, ref ev);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes an entity unwield all currently wielded items.
|
|
/// </summary>
|
|
/// <param name="force">If this is true we will bypass UnwieldAttemptEvent.</param>
|
|
public void UnwieldAll(Entity<HandsComponent?> wielder, bool force = false)
|
|
{
|
|
foreach (var held in _hands.EnumerateHeld(wielder))
|
|
{
|
|
if (TryComp<WieldableComponent>(held, out var wieldable))
|
|
TryUnwield(held, wieldable, wielder, force);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets wielded without doing any checks.
|
|
/// </summary>
|
|
private void SetWielded(Entity<WieldableComponent> ent, bool wielded)
|
|
{
|
|
ent.Comp.Wielded = wielded;
|
|
Dirty(ent);
|
|
_appearance.SetData(ent, WieldableVisuals.Wielded, wielded);
|
|
}
|
|
|
|
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
|
|
{
|
|
_item.SetHeldPrefix(uid, component.OldInhandPrefix);
|
|
|
|
var user = args.User;
|
|
_virtualItem.DeleteInHandsMatching(user, uid);
|
|
|
|
if (!args.Force) // don't play sound/popup if this was a forced unwield
|
|
{
|
|
if (component.UnwieldSound != null)
|
|
_audio.PlayPredicted(component.UnwieldSound, uid, user);
|
|
|
|
var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
|
|
var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", Identity.Entity(args.User, EntityManager)), ("item", uid));
|
|
_popup.PopupPredicted(selfMessage, othersMessage, user, user);
|
|
}
|
|
}
|
|
|
|
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
|
|
{
|
|
if (uid == args.Unequipped)
|
|
TryUnwield(uid, component, args.User, force: true);
|
|
}
|
|
|
|
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
if (args.BlockingEntity == uid)
|
|
TryUnwield(uid, component, args.User, force: true);
|
|
}
|
|
|
|
private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
|
|
{
|
|
if (!TryComp<WieldableComponent>(uid, out var wield))
|
|
return;
|
|
|
|
if (!wield.Wielded)
|
|
return;
|
|
|
|
args.Damage += component.BonusDamage;
|
|
}
|
|
}
|