# 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
607 lines
22 KiB
C#
607 lines
22 KiB
C#
using Content.Shared._Sunrise.Carrying;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Database;
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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.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Standing;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Pulling.Systems;
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/// <summary>
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/// Allows one entity to pull another behind them via a physics distance joint.
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/// </summary>
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public sealed class PullingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!; // Sunrise-edit
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _modifierSystem = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly HeldSpeedModifierSystem _clothingMoveSpeed = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtual = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(SharedPhysicsSystem));
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<PullableComponent, MoveInputEvent>(OnPullableMoveInput);
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SubscribeLocalEvent<PullableComponent, CollisionChangeEvent>(OnPullableCollisionChange);
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SubscribeLocalEvent<PullableComponent, JointRemovedEvent>(OnJointRemoved);
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SubscribeLocalEvent<PullableComponent, GetVerbsEvent<Verb>>(AddPullVerbs);
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SubscribeLocalEvent<PullableComponent, EntGotInsertedIntoContainerMessage>(OnPullableContainerInsert);
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SubscribeLocalEvent<PullableComponent, ModifyUncuffDurationEvent>(OnModifyUncuffDuration);
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SubscribeLocalEvent<PullableComponent, StopBeingPulledAlertEvent>(OnStopBeingPulledAlert);
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SubscribeLocalEvent<PullerComponent, UpdateMobStateEvent>(OnStateChanged, after: [typeof(MobThresholdSystem)]);
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SubscribeLocalEvent<PullerComponent, AfterAutoHandleStateEvent>(OnAfterState);
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SubscribeLocalEvent<PullerComponent, EntGotInsertedIntoContainerMessage>(OnPullerContainerInsert);
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SubscribeLocalEvent<PullerComponent, EntityUnpausedEvent>(OnPullerUnpaused);
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SubscribeLocalEvent<PullerComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<PullerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<PullerComponent, DropHandItemsEvent>(OnDropHandItems);
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SubscribeLocalEvent<PullerComponent, StopPullingAlertEvent>(OnStopPullingAlert);
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SubscribeLocalEvent<HandsComponent, PullStartedMessage>(HandlePullStarted);
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SubscribeLocalEvent<HandsComponent, PullStoppedMessage>(HandlePullStopped);
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SubscribeLocalEvent<PullableComponent, StrappedEvent>(OnBuckled);
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SubscribeLocalEvent<PullableComponent, BuckledEvent>(OnGotBuckled);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.ReleasePulledObject, InputCmdHandler.FromDelegate(OnReleasePulledObject, handle: false))
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.Register<PullingSystem>();
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}
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private void HandlePullStarted(EntityUid uid, HandsComponent component, PullStartedMessage args)
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{
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if (args.PullerUid != uid)
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return;
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if (TryComp(args.PullerUid, out PullerComponent? pullerComp) && !pullerComp.NeedsHands)
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return;
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if (!_virtual.TrySpawnVirtualItemInHand(args.PulledUid, uid))
|
|
{
|
|
DebugTools.Assert("Unable to find available hand when starting pulling??");
|
|
}
|
|
}
|
|
|
|
private void HandlePullStopped(EntityUid uid, HandsComponent component, PullStoppedMessage args)
|
|
{
|
|
if (args.PullerUid != uid)
|
|
return;
|
|
|
|
// Try find hand that is doing this pull.
|
|
// and clear it.
|
|
foreach (var held in _handsSystem.EnumerateHeld((uid, component)))
|
|
{
|
|
if (!TryComp(held, out VirtualItemComponent? virtualItem) || virtualItem.BlockingEntity != args.PulledUid)
|
|
continue;
|
|
|
|
_handsSystem.TryDrop((args.PullerUid, component), held);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnStateChanged(EntityUid uid, PullerComponent component, ref UpdateMobStateEvent args)
|
|
{
|
|
if (component.Pulling == null)
|
|
return;
|
|
|
|
if (TryComp<PullableComponent>(component.Pulling, out var comp) && (args.State == MobState.Critical || args.State == MobState.Dead))
|
|
{
|
|
TryStopPull(component.Pulling.Value, comp);
|
|
}
|
|
}
|
|
|
|
private void OnBuckled(Entity<PullableComponent> ent, ref StrappedEvent args)
|
|
{
|
|
// Prevent people from pulling the entity they are buckled to
|
|
if (ent.Comp.Puller == args.Buckle.Owner && !args.Buckle.Comp.PullStrap)
|
|
StopPulling(ent, ent);
|
|
}
|
|
|
|
private void OnGotBuckled(Entity<PullableComponent> ent, ref BuckledEvent args)
|
|
{
|
|
StopPulling(ent, ent);
|
|
}
|
|
|
|
private void OnAfterState(Entity<PullerComponent> ent, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
if (ent.Comp.Pulling == null)
|
|
RemComp<ActivePullerComponent>(ent.Owner);
|
|
else
|
|
EnsureComp<ActivePullerComponent>(ent.Owner);
|
|
}
|
|
|
|
private void OnDropHandItems(EntityUid uid, PullerComponent pullerComp, DropHandItemsEvent args)
|
|
{
|
|
if (pullerComp.Pulling == null || pullerComp.NeedsHands)
|
|
return;
|
|
|
|
if (!TryComp(pullerComp.Pulling, out PullableComponent? pullableComp))
|
|
return;
|
|
|
|
TryStopPull(pullerComp.Pulling.Value, pullableComp, uid);
|
|
}
|
|
|
|
private void OnStopPullingAlert(Entity<PullerComponent> ent, ref StopPullingAlertEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
if (!TryComp<PullableComponent>(ent.Comp.Pulling, out var pullable))
|
|
return;
|
|
args.Handled = TryStopPull(ent.Comp.Pulling.Value, pullable, ent);
|
|
}
|
|
|
|
private void OnPullerContainerInsert(Entity<PullerComponent> ent, ref EntGotInsertedIntoContainerMessage args)
|
|
{
|
|
if (ent.Comp.Pulling == null)
|
|
return;
|
|
|
|
if (!TryComp(ent.Comp.Pulling.Value, out PullableComponent? pulling))
|
|
return;
|
|
|
|
TryStopPull(ent.Comp.Pulling.Value, pulling, ent.Owner);
|
|
}
|
|
|
|
private void OnPullableContainerInsert(Entity<PullableComponent> ent, ref EntGotInsertedIntoContainerMessage args)
|
|
{
|
|
TryStopPull(ent.Owner, ent.Comp);
|
|
}
|
|
|
|
private void OnModifyUncuffDuration(Entity<PullableComponent> ent, ref ModifyUncuffDurationEvent args)
|
|
{
|
|
if (!ent.Comp.BeingPulled)
|
|
return;
|
|
|
|
// We don't care if the person is being uncuffed by someone else
|
|
if (args.User != args.Target)
|
|
return;
|
|
|
|
args.Duration *= 2;
|
|
}
|
|
|
|
private void OnStopBeingPulledAlert(Entity<PullableComponent> ent, ref StopBeingPulledAlertEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = TryStopPull(ent, ent, ent);
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
CommandBinds.Unregister<PullingSystem>();
|
|
}
|
|
|
|
private void OnPullerUnpaused(EntityUid uid, PullerComponent component, ref EntityUnpausedEvent args)
|
|
{
|
|
component.NextThrow += args.PausedTime;
|
|
}
|
|
|
|
private void OnVirtualItemDeleted(EntityUid uid, PullerComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
// If client deletes the virtual hand then stop the pull.
|
|
if (component.Pulling == null)
|
|
return;
|
|
|
|
if (component.Pulling != args.BlockingEntity)
|
|
return;
|
|
|
|
if (TryComp(args.BlockingEntity, out PullableComponent? comp))
|
|
{
|
|
TryStopPull(args.BlockingEntity, comp);
|
|
}
|
|
}
|
|
|
|
private void AddPullVerbs(EntityUid uid, PullableComponent component, GetVerbsEvent<Verb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
// Are they trying to pull themselves up by their bootstraps?
|
|
if (args.User == args.Target)
|
|
return;
|
|
|
|
//TODO VERB ICONS add pulling icon
|
|
if (component.Puller == args.User)
|
|
{
|
|
Verb verb = new()
|
|
{
|
|
Text = Loc.GetString("pulling-verb-get-data-text-stop-pulling"),
|
|
Act = () => TryStopPull(uid, component, user: args.User),
|
|
DoContactInteraction = false // pulling handle its own contact interaction.
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
else if (CanPull(args.User, args.Target))
|
|
{
|
|
Verb verb = new()
|
|
{
|
|
Text = Loc.GetString("pulling-verb-get-data-text"),
|
|
Act = () => TryStartPull(args.User, args.Target),
|
|
DoContactInteraction = false // pulling handle its own contact interaction.
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
}
|
|
|
|
private void OnRefreshMovespeed(EntityUid uid, PullerComponent component, RefreshMovementSpeedModifiersEvent args)
|
|
{
|
|
if (TryComp<HeldSpeedModifierComponent>(component.Pulling, out var heldMoveSpeed) && component.Pulling.HasValue)
|
|
{
|
|
var (walkMod, sprintMod) =
|
|
_clothingMoveSpeed.GetHeldMovementSpeedModifiers(component.Pulling.Value, heldMoveSpeed);
|
|
args.ModifySpeed(walkMod, sprintMod);
|
|
return;
|
|
}
|
|
// Sunrise-start
|
|
if (TryComp<CarriableComponent>(component.Pulling, out var carriable) && !_mobState.IsAlive(component.Pulling.Value))
|
|
args.ModifySpeed(carriable.WalkSpeedModifier, carriable.SprintSpeedModifier);
|
|
// Sunrise-end
|
|
|
|
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
|
|
}
|
|
|
|
private void OnPullableMoveInput(EntityUid uid, PullableComponent component, ref MoveInputEvent args)
|
|
{
|
|
// If someone moves then break their pulling.
|
|
if (!component.BeingPulled)
|
|
return;
|
|
|
|
var entity = args.Entity;
|
|
|
|
if (!_blocker.CanMove(entity))
|
|
return;
|
|
|
|
TryStopPull(uid, component, user: uid);
|
|
}
|
|
|
|
private void OnPullableCollisionChange(EntityUid uid, PullableComponent component, ref CollisionChangeEvent args)
|
|
{
|
|
// IDK what this is supposed to be.
|
|
if (!_timing.ApplyingState && component.PullJointId != null && !args.CanCollide)
|
|
{
|
|
_joints.RemoveJoint(uid, component.PullJointId);
|
|
}
|
|
}
|
|
|
|
private void OnJointRemoved(EntityUid uid, PullableComponent component, JointRemovedEvent args)
|
|
{
|
|
// Just handles the joint getting nuked without going through pulling system (valid behavior).
|
|
|
|
// Not relevant / pullable state handle it.
|
|
if (component.Puller != args.OtherEntity ||
|
|
args.Joint.ID != component.PullJointId ||
|
|
_timing.ApplyingState)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (args.Joint.ID != component.PullJointId || component.Puller == null)
|
|
return;
|
|
|
|
StopPulling(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces pulling to stop and handles cleanup.
|
|
/// </summary>
|
|
private void StopPulling(EntityUid pullableUid, PullableComponent pullableComp)
|
|
{
|
|
if (pullableComp.Puller == null)
|
|
return;
|
|
|
|
if (!_timing.ApplyingState)
|
|
{
|
|
// Joint shutdown
|
|
if (pullableComp.PullJointId != null)
|
|
{
|
|
_joints.RemoveJoint(pullableUid, pullableComp.PullJointId);
|
|
pullableComp.PullJointId = null;
|
|
}
|
|
|
|
if (TryComp<PhysicsComponent>(pullableUid, out var pullablePhysics))
|
|
{
|
|
_physics.SetFixedRotation(pullableUid, pullableComp.PrevFixedRotation, body: pullablePhysics);
|
|
}
|
|
}
|
|
|
|
var oldPuller = pullableComp.Puller;
|
|
if (oldPuller != null)
|
|
RemComp<ActivePullerComponent>(oldPuller.Value);
|
|
|
|
pullableComp.PullJointId = null;
|
|
pullableComp.Puller = null;
|
|
Dirty(pullableUid, pullableComp);
|
|
|
|
// No more joints with puller -> force stop pull.
|
|
if (TryComp<PullerComponent>(oldPuller, out var pullerComp))
|
|
{
|
|
var pullerUid = oldPuller.Value;
|
|
_alertsSystem.ClearAlert(pullerUid, pullerComp.PullingAlert);
|
|
pullerComp.Pulling = null;
|
|
Dirty(oldPuller.Value, pullerComp);
|
|
|
|
// Messaging
|
|
var message = new PullStoppedMessage(pullerUid, pullableUid);
|
|
_modifierSystem.RefreshMovementSpeedModifiers(pullerUid);
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(pullerUid):user} stopped pulling {ToPrettyString(pullableUid):target}");
|
|
|
|
RaiseLocalEvent(pullerUid, message);
|
|
RaiseLocalEvent(pullableUid, message);
|
|
}
|
|
|
|
_alertsSystem.ClearAlert(pullableUid, pullableComp.PulledAlert);
|
|
}
|
|
|
|
public bool IsPulled(EntityUid uid, PullableComponent? component = null)
|
|
{
|
|
return Resolve(uid, ref component, false) && component.BeingPulled;
|
|
}
|
|
|
|
public bool IsPulling(EntityUid puller, PullerComponent? component = null)
|
|
{
|
|
return Resolve(puller, ref component, false) && component.Pulling != null;
|
|
}
|
|
|
|
public EntityUid? GetPuller(EntityUid puller, PullableComponent? component = null)
|
|
{
|
|
return !Resolve(puller, ref component, false) ? null : component.Puller;
|
|
}
|
|
|
|
public EntityUid? GetPulling(EntityUid puller, PullerComponent? component = null)
|
|
{
|
|
return !Resolve(puller, ref component, false) ? null : component.Pulling;
|
|
}
|
|
|
|
private void OnReleasePulledObject(ICommonSession? session)
|
|
{
|
|
if (session?.AttachedEntity is not { Valid: true } player)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!TryComp(player, out PullerComponent? pullerComp) ||
|
|
!TryComp(pullerComp.Pulling, out PullableComponent? pullableComp))
|
|
{
|
|
return;
|
|
}
|
|
|
|
TryStopPull(pullerComp.Pulling.Value, pullableComp, user: player);
|
|
}
|
|
|
|
public bool CanPull(EntityUid puller, EntityUid pullableUid, PullerComponent? pullerComp = null)
|
|
{
|
|
if (!Resolve(puller, ref pullerComp, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (pullerComp.NeedsHands
|
|
&& !_handsSystem.TryGetEmptyHand(puller, out _)
|
|
&& pullerComp.Pulling == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_blocker.CanInteract(puller, pullableUid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryComp<PhysicsComponent>(pullableUid, out var physics))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (physics.BodyType == BodyType.Static)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (puller == pullableUid)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_containerSystem.IsInSameOrNoContainer(puller, pullableUid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Sunrise-Start
|
|
if (TryComp<BuckleComponent>(pullableUid, out var buckleComponent) && buckleComponent.Buckled)
|
|
{
|
|
return false;
|
|
}
|
|
// Sunrise-End
|
|
|
|
var getPulled = new BeingPulledAttemptEvent(puller, pullableUid);
|
|
RaiseLocalEvent(pullableUid, getPulled, true);
|
|
var startPull = new StartPullAttemptEvent(puller, pullableUid);
|
|
RaiseLocalEvent(puller, startPull, true);
|
|
return !startPull.Cancelled && !getPulled.Cancelled;
|
|
}
|
|
|
|
public bool TogglePull(Entity<PullableComponent?> pullable, EntityUid pullerUid)
|
|
{
|
|
if (!Resolve(pullable, ref pullable.Comp, false))
|
|
return false;
|
|
|
|
if (pullable.Comp.Puller == pullerUid)
|
|
{
|
|
return TryStopPull(pullable, pullable.Comp);
|
|
}
|
|
|
|
return TryStartPull(pullerUid, pullable, pullableComp: pullable);
|
|
}
|
|
|
|
public bool TogglePull(EntityUid pullerUid, PullerComponent puller)
|
|
{
|
|
if (!TryComp<PullableComponent>(puller.Pulling, out var pullable))
|
|
return false;
|
|
|
|
return TogglePull((puller.Pulling.Value, pullable), pullerUid);
|
|
}
|
|
|
|
public bool TryStartPull(EntityUid pullerUid, EntityUid pullableUid,
|
|
PullerComponent? pullerComp = null, PullableComponent? pullableComp = null)
|
|
{
|
|
if (!Resolve(pullerUid, ref pullerComp, false) ||
|
|
!Resolve(pullableUid, ref pullableComp, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (pullerComp.Pulling == pullableUid)
|
|
return true;
|
|
|
|
if (!CanPull(pullerUid, pullableUid))
|
|
return false;
|
|
|
|
if (!TryComp(pullerUid, out PhysicsComponent? pullerPhysics) || !TryComp(pullableUid, out PhysicsComponent? pullablePhysics))
|
|
return false;
|
|
|
|
// Ensure that the puller is not currently pulling anything.
|
|
if (TryComp<PullableComponent>(pullerComp.Pulling, out var oldPullable)
|
|
&& !TryStopPull(pullerComp.Pulling.Value, oldPullable, pullerUid))
|
|
return false;
|
|
|
|
// Stop anyone else pulling the entity we want to pull
|
|
if (pullableComp.Puller != null)
|
|
{
|
|
// We're already pulling this item
|
|
if (pullableComp.Puller == pullerUid)
|
|
return false;
|
|
|
|
if (!TryStopPull(pullableUid, pullableComp, pullableComp.Puller))
|
|
return false;
|
|
}
|
|
|
|
var pullAttempt = new PullAttemptEvent(pullerUid, pullableUid);
|
|
RaiseLocalEvent(pullerUid, pullAttempt);
|
|
|
|
if (pullAttempt.Cancelled)
|
|
return false;
|
|
|
|
RaiseLocalEvent(pullableUid, pullAttempt);
|
|
|
|
if (pullAttempt.Cancelled)
|
|
return false;
|
|
|
|
// Pulling confirmed
|
|
|
|
_interaction.DoContactInteraction(pullableUid, pullerUid);
|
|
|
|
// Use net entity so it's consistent across client and server.
|
|
pullableComp.PullJointId = $"pull-joint-{GetNetEntity(pullableUid)}";
|
|
|
|
EnsureComp<ActivePullerComponent>(pullerUid);
|
|
pullerComp.Pulling = pullableUid;
|
|
pullableComp.Puller = pullerUid;
|
|
|
|
// store the pulled entity's physics FixedRotation setting in case we change it
|
|
pullableComp.PrevFixedRotation = pullablePhysics.FixedRotation;
|
|
|
|
// joint state handling will manage its own state
|
|
if (!_timing.ApplyingState)
|
|
{
|
|
var joint = _joints.CreateDistanceJoint(pullableUid, pullerUid,
|
|
pullablePhysics.LocalCenter, pullerPhysics.LocalCenter,
|
|
id: pullableComp.PullJointId);
|
|
joint.CollideConnected = false;
|
|
// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
|
|
// Internally, the joint length has been set to the distance between the pivots.
|
|
// Add an additional 15cm (pretty arbitrary) to the maximum length for the hard limit.
|
|
joint.MaxLength = joint.Length + 0.15f;
|
|
joint.MinLength = 0f;
|
|
// Set the spring stiffness to zero. The joint won't have any effect provided
|
|
// the current length is beteen MinLength and MaxLength. At those limits, the
|
|
// joint will have infinite stiffness.
|
|
joint.Stiffness = 0f;
|
|
|
|
_physics.SetFixedRotation(pullableUid, pullableComp.FixedRotationOnPull, body: pullablePhysics);
|
|
}
|
|
|
|
// Messaging
|
|
var message = new PullStartedMessage(pullerUid, pullableUid);
|
|
_modifierSystem.RefreshMovementSpeedModifiers(pullerUid);
|
|
_alertsSystem.ShowAlert(pullerUid, pullerComp.PullingAlert);
|
|
_alertsSystem.ShowAlert(pullableUid, pullableComp.PulledAlert);
|
|
|
|
RaiseLocalEvent(pullerUid, message);
|
|
RaiseLocalEvent(pullableUid, message);
|
|
|
|
Dirty(pullerUid, pullerComp);
|
|
Dirty(pullableUid, pullableComp);
|
|
|
|
var pullingMessage =
|
|
Loc.GetString("getting-pulled-popup", ("puller", Identity.Entity(pullerUid, EntityManager)));
|
|
_popup.PopupEntity(pullingMessage, pullableUid, pullableUid);
|
|
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low,
|
|
$"{ToPrettyString(pullerUid):user} started pulling {ToPrettyString(pullableUid):target}");
|
|
return true;
|
|
}
|
|
|
|
public bool TryStopPull(EntityUid pullableUid, PullableComponent pullable, EntityUid? user = null)
|
|
{
|
|
var pullerUidNull = pullable.Puller;
|
|
|
|
if (pullerUidNull == null)
|
|
return true;
|
|
|
|
if (user != null && !_blocker.CanInteract(user.Value, pullableUid))
|
|
return false;
|
|
|
|
var msg = new AttemptStopPullingEvent(user);
|
|
RaiseLocalEvent(pullableUid, msg, true);
|
|
|
|
if (msg.Cancelled)
|
|
return false;
|
|
|
|
StopPulling(pullableUid, pullable);
|
|
return true;
|
|
}
|
|
}
|