# 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
453 lines
16 KiB
C#
453 lines
16 KiB
C#
using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Construction.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Mindshield.Components;
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using Content.Shared.Popups;
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using Content.Shared.Storage;
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using Content.Shared.Storage.Components;
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using Content.Shared.UserInterface;
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using Content.Shared.Verbs;
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using Content.Shared.Wires;
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using Content.Shared.Item.ItemToggle.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Lock;
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/// <summary>
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/// Handles (un)locking and examining of Lock components
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/// </summary>
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[UsedImplicitly]
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public sealed class LockSystem : EntitySystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly ActivatableUISystem _activatableUI = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _sharedPopupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LockComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<LockComponent, ActivateInWorldEvent>(OnActivated, before: [typeof(ActivatableUISystem)]);
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SubscribeLocalEvent<LockComponent, StorageOpenAttemptEvent>(OnStorageOpenAttempt);
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SubscribeLocalEvent<LockComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<LockComponent, GetVerbsEvent<AlternativeVerb>>(AddToggleLockVerb);
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SubscribeLocalEvent<LockComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<LockComponent, LockDoAfter>(OnDoAfterLock);
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SubscribeLocalEvent<LockComponent, UnlockDoAfter>(OnDoAfterUnlock);
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SubscribeLocalEvent<LockComponent, StorageInteractAttemptEvent>(OnStorageInteractAttempt);
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SubscribeLocalEvent<LockedWiresPanelComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
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SubscribeLocalEvent<LockedWiresPanelComponent, AttemptChangePanelEvent>(OnAttemptChangePanel);
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SubscribeLocalEvent<LockedAnchorableComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, LockToggledEvent>(LockToggled);
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SubscribeLocalEvent<ItemToggleRequiresLockComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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}
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private void OnStartup(EntityUid uid, LockComponent lockComp, ComponentStartup args)
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{
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_appearanceSystem.SetData(uid, LockVisuals.Locked, lockComp.Locked);
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}
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private void OnActivated(EntityUid uid, LockComponent lockComp, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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// Only attempt an unlock by default on Activate
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if (lockComp.Locked && lockComp.UnlockOnClick)
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{
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args.Handled = true;
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TryUnlock(uid, args.User, lockComp);
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}
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else if (!lockComp.Locked && lockComp.LockOnClick)
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{
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args.Handled = true;
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TryLock(uid, args.User, lockComp);
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}
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}
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private void OnStorageOpenAttempt(EntityUid uid, LockComponent component, ref StorageOpenAttemptEvent args)
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{
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if (!component.Locked)
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return;
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if (!args.Silent)
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_sharedPopupSystem.PopupClient(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
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args.Cancelled = true;
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}
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private void OnExamined(EntityUid uid, LockComponent lockComp, ExaminedEvent args)
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{
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args.PushText(Loc.GetString(lockComp.Locked
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? "lock-comp-on-examined-is-locked"
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: "lock-comp-on-examined-is-unlocked",
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("entityName", Identity.Name(uid, EntityManager))));
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}
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/// <summary>
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/// Attmempts to lock a given entity
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/// </summary>
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/// <remarks>
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/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
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/// </remarks>
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/// <param name="uid">The entity with the lock</param>
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/// <param name="user">The person trying to lock it</param>
|
|
/// <param name="lockComp"></param>
|
|
/// <param name="skipDoAfter">If true, skip the required do-after if one is configured.</param>
|
|
/// <returns>If locking was successful</returns>
|
|
public bool TryLock(EntityUid uid, EntityUid user, LockComponent? lockComp = null, bool skipDoAfter = false)
|
|
{
|
|
if (!Resolve(uid, ref lockComp))
|
|
return false;
|
|
|
|
if (!CanToggleLock(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (lockComp.MindShieldLock && !HasMindshield(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (lockComp.UseAccess && !HasUserAccess(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (!skipDoAfter && lockComp.LockTime != TimeSpan.Zero)
|
|
{
|
|
return _doAfter.TryStartDoAfter(
|
|
new DoAfterArgs(EntityManager, user, lockComp.LockTime, new LockDoAfter(), uid, uid)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = true,
|
|
BreakOnDropItem = false,
|
|
});
|
|
}
|
|
|
|
Lock(uid, user, lockComp);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces a given entity to be locked, does not activate a do-after.
|
|
/// </summary>
|
|
public void Lock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
|
|
{
|
|
if (!Resolve(uid, ref lockComp))
|
|
return;
|
|
|
|
if (lockComp.Locked)
|
|
return;
|
|
|
|
if (user is { Valid: true })
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-lock-success",
|
|
("entityName", Identity.Name(uid, EntityManager))), uid, user);
|
|
}
|
|
|
|
_audio.PlayPredicted(lockComp.LockSound, uid, user);
|
|
|
|
lockComp.Locked = true;
|
|
_appearanceSystem.SetData(uid, LockVisuals.Locked, true);
|
|
Dirty(uid, lockComp);
|
|
|
|
var ev = new LockToggledEvent(true);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces a given entity to be unlocked
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This does not process do-after times.
|
|
/// </remarks>
|
|
/// <param name="uid">The entity with the lock</param>
|
|
/// <param name="user">The person unlocking it. Can be null</param>
|
|
/// <param name="lockComp"></param>
|
|
public void Unlock(EntityUid uid, EntityUid? user, LockComponent? lockComp = null)
|
|
{
|
|
if (!Resolve(uid, ref lockComp))
|
|
return;
|
|
|
|
if (!lockComp.Locked)
|
|
return;
|
|
|
|
if (user is { Valid: true })
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-do-unlock-success",
|
|
("entityName", Identity.Name(uid, EntityManager))), uid, user.Value);
|
|
}
|
|
|
|
_audio.PlayPredicted(lockComp.UnlockSound, uid, user);
|
|
|
|
lockComp.Locked = false;
|
|
_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
|
|
Dirty(uid, lockComp);
|
|
|
|
var ev = new LockToggledEvent(false);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Attmempts to unlock a given entity
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the lock is set to require a do-after, a true return value only indicates that the do-after started.
|
|
/// </remarks>
|
|
/// <param name="uid">The entity with the lock</param>
|
|
/// <param name="user">The person trying to unlock it</param>
|
|
/// <param name="lockComp"></param>
|
|
/// <param name="skipDoAfter">If true, skip the required do-after if one is configured.</param>
|
|
/// <returns>If locking was successful</returns>
|
|
public bool TryUnlock(EntityUid uid, EntityUid user, LockComponent? lockComp = null, bool skipDoAfter = false)
|
|
{
|
|
if (!Resolve(uid, ref lockComp))
|
|
return false;
|
|
|
|
if (!CanToggleLock(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (lockComp.MindShieldLock && !HasMindshield(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (lockComp.UseAccess && !HasUserAccess(uid, user, quiet: false))
|
|
return false;
|
|
|
|
if (!skipDoAfter && lockComp.UnlockTime != TimeSpan.Zero)
|
|
{
|
|
return _doAfter.TryStartDoAfter(
|
|
new DoAfterArgs(EntityManager, user, lockComp.LockTime, new UnlockDoAfter(), uid, uid)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = true,
|
|
BreakOnDropItem = false,
|
|
});
|
|
}
|
|
|
|
Unlock(uid, user, lockComp);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the entity is locked.
|
|
/// Entities with no lock component are considered unlocked.
|
|
/// </summary>
|
|
public bool IsLocked(Entity<LockComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
return ent.Comp.Locked;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raises an event for other components to check whether or not
|
|
/// the entity can be locked in its current state.
|
|
/// </summary>
|
|
public bool CanToggleLock(EntityUid uid, EntityUid user, bool quiet = true)
|
|
{
|
|
if (!_actionBlocker.CanComplexInteract(user))
|
|
return false;
|
|
|
|
var ev = new LockToggleAttemptEvent(user, quiet);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
var userEv = new UserLockToggleAttemptEvent(uid, quiet);
|
|
RaiseLocalEvent(user, ref userEv, true);
|
|
return !userEv.Cancelled;
|
|
}
|
|
|
|
// TODO: this should be a helper on AccessReaderSystem since so many systems copy paste it
|
|
private bool HasUserAccess(EntityUid uid, EntityUid user, AccessReaderComponent? reader = null, bool quiet = true)
|
|
{
|
|
// Not having an AccessComponent means you get free access. woo!
|
|
if (!Resolve(uid, ref reader, false))
|
|
return true;
|
|
|
|
if (_accessReader.IsAllowed(user, uid, reader))
|
|
return true;
|
|
|
|
if (!quiet)
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-has-user-access-fail"), uid, user);
|
|
return false;
|
|
}
|
|
|
|
private bool HasMindshield(EntityUid uid, EntityUid user, bool quiet = true)
|
|
{
|
|
if (HasComp<MindShieldComponent>(user))
|
|
return true;
|
|
|
|
if (!quiet)
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-has-user-access-fail"), uid, user);
|
|
return false;
|
|
}
|
|
|
|
private void AddToggleLockVerb(EntityUid uid, LockComponent component, GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract)
|
|
return;
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
Act = component.Locked
|
|
? () => TryUnlock(uid, args.User, component)
|
|
: () => TryLock(uid, args.User, component),
|
|
Text = Loc.GetString(component.Locked ? "toggle-lock-verb-unlock" : "toggle-lock-verb-lock"),
|
|
Icon = !component.Locked
|
|
? new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/lock.svg.192dpi.png"))
|
|
: new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/unlock.svg.192dpi.png")),
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnEmagged(EntityUid uid, LockComponent component, ref GotEmaggedEvent args)
|
|
{
|
|
if (!_emag.CompareFlag(args.Type, EmagType.Access))
|
|
return;
|
|
|
|
if (!component.Locked || !component.BreakOnAccessBreaker)
|
|
return;
|
|
|
|
_audio.PlayPredicted(component.UnlockSound, uid, args.UserUid);
|
|
|
|
component.Locked = false;
|
|
_appearanceSystem.SetData(uid, LockVisuals.Locked, false);
|
|
Dirty(uid, component);
|
|
|
|
var ev = new LockToggledEvent(false);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
|
|
args.Repeatable = true;
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnDoAfterLock(EntityUid uid, LockComponent component, LockDoAfter args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
TryLock(uid, args.User, skipDoAfter: true);
|
|
}
|
|
|
|
private void OnDoAfterUnlock(EntityUid uid, LockComponent component, UnlockDoAfter args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
TryUnlock(uid, args.User, skipDoAfter: true);
|
|
}
|
|
|
|
private void OnStorageInteractAttempt(Entity<LockComponent> ent, ref StorageInteractAttemptEvent args)
|
|
{
|
|
if (ent.Comp.Locked)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnLockToggleAttempt(Entity<LockedWiresPanelComponent> ent, ref LockToggleAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<WiresPanelComponent>(ent, out var panel) || !panel.Open)
|
|
return;
|
|
|
|
if (!args.Silent)
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("construction-step-condition-wire-panel-close"),
|
|
ent,
|
|
args.User);
|
|
}
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
|
|
private void OnAttemptChangePanel(Entity<LockedWiresPanelComponent> ent, ref AttemptChangePanelEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<LockComponent>(ent, out var lockComp) || !lockComp.Locked)
|
|
return;
|
|
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
|
|
("target", Identity.Entity(ent, EntityManager))),
|
|
ent,
|
|
args.User);
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnUnanchorAttempt(Entity<LockedAnchorableComponent> ent, ref UnanchorAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!TryComp<LockComponent>(ent, out var lockComp) || !lockComp.Locked)
|
|
return;
|
|
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
|
|
("target", Identity.Entity(ent, EntityManager))),
|
|
ent,
|
|
args.User);
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnUIOpenAttempt(EntityUid uid, ActivatableUIRequiresLockComponent component, ActivatableUIOpenAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (TryComp<LockComponent>(uid, out var lockComp) && lockComp.Locked != component.RequireLocked)
|
|
{
|
|
args.Cancel();
|
|
if (lockComp.Locked)
|
|
{
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
|
|
}
|
|
|
|
_audio.PlayPredicted(component.AccessDeniedSound, uid, args.User);
|
|
}
|
|
}
|
|
|
|
private void LockToggled(EntityUid uid, ActivatableUIRequiresLockComponent component, LockToggledEvent args)
|
|
{
|
|
if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.RequireLocked)
|
|
return;
|
|
|
|
_activatableUI.CloseAll(uid);
|
|
}
|
|
private void OnActivateAttempt(EntityUid uid, ItemToggleRequiresLockComponent component, ref ItemToggleActivateAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (TryComp<LockComponent>(uid, out var lockComp) && lockComp.Locked != component.RequireLocked)
|
|
{
|
|
args.Cancelled = true;
|
|
if (lockComp.Locked)
|
|
_sharedPopupSystem.PopupClient(Loc.GetString("lock-comp-generic-fail",
|
|
("target", Identity.Entity(uid, EntityManager))),
|
|
uid,
|
|
args.User);
|
|
}
|
|
}
|
|
}
|