# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
279 lines
9.8 KiB
C#
279 lines
9.8 KiB
C#
using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Verbs;
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using Content.Shared.Examine;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Storage;
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using JetBrains.Annotations;
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using Robust.Shared.Collections;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Content.Shared._Sunrise.Felinid;
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namespace Content.Shared.Item;
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public abstract class SharedItemSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] protected readonly SharedContainerSystem Container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemComponent, GetVerbsEvent<InteractionVerb>>(AddPickupVerb);
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SubscribeLocalEvent<ItemComponent, InteractHandEvent>(OnHandInteract);
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SubscribeLocalEvent<ItemComponent, AfterAutoHandleStateEvent>(OnItemAutoState);
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SubscribeLocalEvent<ItemComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<ItemToggleSizeComponent, ItemToggledEvent>(OnItemToggle);
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}
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private void OnItemAutoState(EntityUid uid, ItemComponent component, ref AfterAutoHandleStateEvent args)
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{
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SetHeldPrefix(uid, component.HeldPrefix, force: true, component);
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}
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#region Public API
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public void SetSize(EntityUid uid, ProtoId<ItemSizePrototype> size, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Size == size)
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return;
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component.Size = size;
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Dirty(uid, component);
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var ev = new ItemSizeChangedEvent(uid);
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RaiseLocalEvent(uid, ref ev, broadcast: true);
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}
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public void SetShape(EntityUid uid, List<Box2i>? shape, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Shape == shape)
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return;
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component.Shape = shape;
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Dirty(uid, component);
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var ev = new ItemSizeChangedEvent(uid);
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RaiseLocalEvent(uid, ref ev, broadcast: true);
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}
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/// <summary>
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/// Sets the offset used for the item's sprite inside the storage UI.
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/// Dirties.
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/// </summary>
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[PublicAPI]
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public void SetStoredOffset(EntityUid uid, Vector2i newOffset, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.StoredOffset = newOffset;
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Dirty(uid, component);
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}
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public void SetHeldPrefix(EntityUid uid, string? heldPrefix, bool force = false, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (!force && component.HeldPrefix == heldPrefix)
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return;
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component.HeldPrefix = heldPrefix;
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Dirty(uid, component);
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VisualsChanged(uid);
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}
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/// <summary>
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/// Copy all item specific visuals from another item.
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/// </summary>
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public void CopyVisuals(EntityUid uid, ItemComponent otherItem, ItemComponent? item = null)
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{
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if (!Resolve(uid, ref item))
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return;
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item.RsiPath = otherItem.RsiPath;
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item.InhandVisuals = otherItem.InhandVisuals;
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item.HeldPrefix = otherItem.HeldPrefix;
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Dirty(uid, item);
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VisualsChanged(uid);
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}
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#endregion
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private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = _handsSystem.TryPickup(args.User, uid, null, animateUser: false);
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}
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private void AddPickupVerb(EntityUid uid, ItemComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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// Sunrise-start. Предотвращаем появление стандартного верба подбора для фелинидов
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if (HasComp<FelinidComponent>(uid))
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return;
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// Sunrise-end
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if (args.Hands == null ||
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args.Using != null ||
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!args.CanAccess ||
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!args.CanInteract ||
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!_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component))
|
|
return;
|
|
|
|
InteractionVerb verb = new();
|
|
verb.Act = () => _handsSystem.TryPickupAnyHand(args.User, args.Target, checkActionBlocker: false,
|
|
handsComp: args.Hands, item: component);
|
|
verb.Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/pickup.svg.192dpi.png"));
|
|
|
|
// if the item already in a container (that is not the same as the user's), then change the text.
|
|
// this occurs when the item is in their inventory or in an open backpack
|
|
Container.TryGetContainingContainer((args.User, null, null), out var userContainer);
|
|
if (Container.TryGetContainingContainer((args.Target, null, null), out var container) && container != userContainer)
|
|
verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
|
|
else
|
|
verb.Text = Loc.GetString("pick-up-verb-get-data-text");
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnExamine(EntityUid uid, ItemComponent component, ExaminedEvent args)
|
|
{
|
|
// show at end of message generally
|
|
args.PushMarkup(Loc.GetString("item-component-on-examine-size",
|
|
("size", GetItemSizeLocale(component.Size))),
|
|
priority: -2);
|
|
}
|
|
|
|
public ItemSizePrototype GetSizePrototype(ProtoId<ItemSizePrototype> id)
|
|
{
|
|
return _prototype.Index(id);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Notifies any entity that is holding or wearing this item that they may need to update their sprite.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is used for updating both inhand sprites and clothing sprites, but it's here just cause it needs to
|
|
/// be in one place.
|
|
/// </remarks>
|
|
public virtual void VisualsChanged(EntityUid owner)
|
|
{
|
|
}
|
|
|
|
[PublicAPI]
|
|
public string GetItemSizeLocale(ProtoId<ItemSizePrototype> size)
|
|
{
|
|
return Loc.GetString(GetSizePrototype(size).Name);
|
|
}
|
|
|
|
[PublicAPI]
|
|
public int GetItemSizeWeight(ProtoId<ItemSizePrototype> size)
|
|
{
|
|
return GetSizePrototype(size).Weight;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the default shape of an item.
|
|
/// </summary>
|
|
public IReadOnlyList<Box2i> GetItemShape(Entity<ItemComponent?> uid)
|
|
{
|
|
if (!Resolve(uid, ref uid.Comp))
|
|
return new Box2i[] { };
|
|
|
|
return uid.Comp.Shape ?? GetSizePrototype(uid.Comp.Size).DefaultShape;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the default shape of an item.
|
|
/// </summary>
|
|
public IReadOnlyList<Box2i> GetItemShape(ItemComponent component)
|
|
{
|
|
return component.Shape ?? GetSizePrototype(component.Size).DefaultShape;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the shape of an item, adjusting for rotation and offset.
|
|
/// </summary>
|
|
public IReadOnlyList<Box2i> GetAdjustedItemShape(Entity<ItemComponent?> entity, ItemStorageLocation location)
|
|
{
|
|
return GetAdjustedItemShape(entity, location.Rotation, location.Position);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the shape of an item, adjusting for rotation and offset.
|
|
/// </summary>
|
|
public IReadOnlyList<Box2i> GetAdjustedItemShape(Entity<ItemComponent?> entity, Angle rotation, Vector2i position)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp))
|
|
return [];
|
|
|
|
var adjustedShapes = new List<Box2i>();
|
|
GetAdjustedItemShape(adjustedShapes, entity, rotation, position);
|
|
return adjustedShapes;
|
|
}
|
|
|
|
public void GetAdjustedItemShape(List<Box2i> adjustedShapes, Entity<ItemComponent?> entity, Angle rotation, Vector2i position)
|
|
{
|
|
var shapes = GetItemShape(entity);
|
|
var boundingShape = shapes.GetBoundingBox();
|
|
var boundingCenter = ((Box2) boundingShape).Center;
|
|
var matty = Matrix3Helpers.CreateTransform(boundingCenter, rotation);
|
|
var drift = boundingShape.BottomLeft - matty.TransformBox(boundingShape).BottomLeft;
|
|
|
|
foreach (var shape in shapes)
|
|
{
|
|
var transformed = matty.TransformBox(shape).Translated(drift);
|
|
var floored = new Box2i(transformed.BottomLeft.Floored(), transformed.TopRight.Floored());
|
|
var translated = floored.Translated(position);
|
|
|
|
adjustedShapes.Add(translated);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to update the Item component on item toggle (specifically size).
|
|
/// </summary>
|
|
private void OnItemToggle(EntityUid uid, ItemToggleSizeComponent itemToggleSize, ItemToggledEvent args)
|
|
{
|
|
if (!TryComp(uid, out ItemComponent? item))
|
|
return;
|
|
|
|
if (args.Activated)
|
|
{
|
|
if (itemToggleSize.ActivatedShape != null)
|
|
{
|
|
// Set the deactivated shape to the default item's shape before it gets changed.
|
|
itemToggleSize.DeactivatedShape ??= new List<Box2i>(GetItemShape(item));
|
|
Dirty(uid, itemToggleSize);
|
|
SetShape(uid, itemToggleSize.ActivatedShape, item);
|
|
}
|
|
|
|
if (itemToggleSize.ActivatedSize != null)
|
|
{
|
|
// Set the deactivated size to the default item's size before it gets changed.
|
|
itemToggleSize.DeactivatedSize ??= item.Size;
|
|
Dirty(uid, itemToggleSize);
|
|
SetSize(uid, (ProtoId<ItemSizePrototype>) itemToggleSize.ActivatedSize, item);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (itemToggleSize.DeactivatedShape != null)
|
|
{
|
|
SetShape(uid, itemToggleSize.DeactivatedShape, item);
|
|
}
|
|
|
|
if (itemToggleSize.DeactivatedSize != null)
|
|
{
|
|
SetSize(uid, (ProtoId<ItemSizePrototype>) itemToggleSize.DeactivatedSize, item);
|
|
}
|
|
}
|
|
}
|
|
}
|