# 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
454 lines
17 KiB
C#
454 lines
17 KiB
C#
using System.Linq;
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using Content.Shared.Camera;
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using Content.Shared._Sunrise.Biocode;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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namespace Content.Shared.Wieldable;
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public abstract class SharedWieldableSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly BiocodeSystem _biocodeSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem), typeof(BatteryWeaponFireModesSystem)]);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
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SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
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SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedEvent>(OnBlockerEquipped);
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SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedHandEvent>(OnBlockerEquippedHand);
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SubscribeLocalEvent<WieldingBlockerComponent, WieldAttemptEvent>(OnBlockerAttempt);
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SubscribeLocalEvent<WieldingBlockerComponent, InventoryRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
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SubscribeLocalEvent<WieldingBlockerComponent, HeldRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
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SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
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SubscribeLocalEvent<GunRequiresWieldComponent, ExaminedEvent>(OnExamineRequires);
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SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
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SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
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SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancelled = true;
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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}
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}
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private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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// Sunrise-Edit
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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args.Cancel();
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|
|
var time = _timing.CurTime;
|
|
if (time > component.LastPopup + component.PopupCooldown &&
|
|
!HasComp<MeleeWeaponComponent>(uid) &&
|
|
!HasComp<MeleeRequiresWieldComponent>(uid))
|
|
{
|
|
component.LastPopup = time;
|
|
var message = Loc.GetString("wieldable-component-requires", ("item", uid));
|
|
_popup.PopupClient(message, args.Used, args.User);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
|
|
{
|
|
_gun.RefreshModifiers(uid);
|
|
}
|
|
|
|
private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
|
|
{
|
|
_gun.RefreshModifiers(uid);
|
|
}
|
|
|
|
private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
|
|
{
|
|
if (_hands.GetHandCount(args.User) > 2)
|
|
return;
|
|
|
|
TryUnwield(uid, component, args.User);
|
|
}
|
|
|
|
private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
|
|
{
|
|
if (TryComp(bonus, out WieldableComponent? wield) &&
|
|
wield.Wielded)
|
|
{
|
|
args.MinAngle += bonus.Comp.MinAngle;
|
|
args.MaxAngle += bonus.Comp.MaxAngle;
|
|
args.AngleDecay += bonus.Comp.AngleDecay;
|
|
args.AngleIncrease += bonus.Comp.AngleIncrease;
|
|
}
|
|
}
|
|
|
|
private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
|
|
{
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
|
|
}
|
|
|
|
private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
|
|
{
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
|
|
}
|
|
|
|
private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
|
|
{
|
|
if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
|
|
{
|
|
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
|
|
}
|
|
}
|
|
|
|
private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
|
|
{
|
|
if (entity.Comp.WieldRequiresExamineMessage != null)
|
|
args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
|
|
}
|
|
|
|
private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
|
|
{
|
|
if (HasComp<GunRequiresWieldComponent>(uid))
|
|
return;
|
|
|
|
if (component.WieldBonusExamineMessage != null)
|
|
args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
|
|
}
|
|
|
|
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
// Sunrise-Start
|
|
if (TryComp<BiocodeComponent>(uid, out var biocodedComponent))
|
|
{
|
|
if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
|
|
return;
|
|
}
|
|
// Sunrise-End
|
|
|
|
if (!_hands.IsHolding((args.User, args.Hands), uid, out _))
|
|
return;
|
|
|
|
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
|
|
// verb. Or just don't add it to the list if the action is not executable.
|
|
|
|
// TODO VERBS ICON
|
|
InteractionVerb verb = new()
|
|
{
|
|
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
|
|
Act = component.Wielded
|
|
? () => TryUnwield(uid, component, args.User)
|
|
: () => TryWield(uid, component, args.User)
|
|
};
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
// Sunrise-Start
|
|
if (TryComp<BiocodeComponent>(uid, out var biocodedComponent))
|
|
{
|
|
if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
|
|
return;
|
|
}
|
|
// Sunrise-End
|
|
|
|
if (!component.Wielded)
|
|
{
|
|
TryWield(uid, component, args.User);
|
|
args.Handled = true; // always mark as handled or we will cycle ammo when wielding is blocked
|
|
}
|
|
else if (component.UnwieldOnUse)
|
|
{
|
|
TryUnwield(uid, component, args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
if (HasComp<UseDelayComponent>(uid) && !component.UseDelayOnWield)
|
|
args.ApplyDelay = false;
|
|
}
|
|
|
|
private void OnBlockerEquipped(Entity<WieldingBlockerComponent> ent, ref GotEquippedEvent args)
|
|
{
|
|
if (ent.Comp.BlockEquipped)
|
|
UnwieldAll(args.Equipee, force: true);
|
|
}
|
|
|
|
private void OnBlockerEquippedHand(Entity<WieldingBlockerComponent> ent, ref GotEquippedHandEvent args)
|
|
{
|
|
if (ent.Comp.BlockInHand)
|
|
UnwieldAll(args.User, force: true);
|
|
}
|
|
|
|
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref InventoryRelayedEvent<WieldAttemptEvent> args)
|
|
{
|
|
if (ent.Comp.BlockEquipped)
|
|
{
|
|
args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
|
|
args.Args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref HeldRelayedEvent<WieldAttemptEvent> args)
|
|
{
|
|
if (ent.Comp.BlockInHand)
|
|
{
|
|
args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
|
|
args.Args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref WieldAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
|
|
{
|
|
// Do they have enough hands free?
|
|
if (!TryComp<HandsComponent>(user, out var hands))
|
|
{
|
|
if (!quiet)
|
|
_popup.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
|
|
return false;
|
|
}
|
|
|
|
// Is it.. actually in one of their hands?
|
|
if (!_hands.IsHolding((user, hands), uid, out _))
|
|
{
|
|
if (!quiet)
|
|
_popup.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
|
|
return false;
|
|
}
|
|
|
|
if (_hands.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
|
|
{
|
|
if (!quiet)
|
|
{
|
|
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
|
|
("number", component.FreeHandsRequired), ("item", uid));
|
|
_popup.PopupClient(message, user, user);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Seems legit.
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to wield an item, starting a UseDelay after.
|
|
/// </summary>
|
|
/// <returns>True if the attempt wasn't blocked.</returns>
|
|
public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
|
|
{
|
|
if (!CanWield(used, component, user))
|
|
return false;
|
|
|
|
if (TryComp(used, out UseDelayComponent? useDelay) && component.UseDelayOnWield)
|
|
{
|
|
if (!_delay.TryResetDelay((used, useDelay), true))
|
|
return false;
|
|
}
|
|
|
|
var attemptEv = new WieldAttemptEvent(user, used);
|
|
RaiseLocalEvent(user, ref attemptEv);
|
|
|
|
if (attemptEv.Cancelled)
|
|
{
|
|
if (attemptEv.Message != null)
|
|
_popup.PopupClient(attemptEv.Message, user, user);
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<ItemComponent>(used, out var item))
|
|
{
|
|
component.OldInhandPrefix = item.HeldPrefix;
|
|
_item.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
|
|
}
|
|
|
|
SetWielded((used, component), true);
|
|
|
|
if (component.WieldSound != null)
|
|
_audio.PlayPredicted(component.WieldSound, used, user);
|
|
|
|
//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
|
|
var virtuals = new ValueList<EntityUid>();
|
|
for (var i = 0; i < component.FreeHandsRequired; i++)
|
|
{
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true))
|
|
{
|
|
virtuals.Add(virtualItem.Value);
|
|
continue;
|
|
}
|
|
|
|
foreach (var existingVirtual in virtuals)
|
|
{
|
|
QueueDel(existingVirtual);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
|
|
var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", Identity.Entity(user, EntityManager)), ("item", used));
|
|
_popup.PopupPredicted(selfMessage, othersMessage, user, user);
|
|
|
|
var ev = new ItemWieldedEvent(user);
|
|
RaiseLocalEvent(used, ref ev);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to unwield an item, with no use delay.
|
|
/// </summary>
|
|
/// <returns>True if the attempt wasn't blocked.</returns>
|
|
public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user, bool force = false)
|
|
{
|
|
if (!component.Wielded)
|
|
return false; // already unwielded
|
|
|
|
if (!force)
|
|
{
|
|
var attemptEv = new UnwieldAttemptEvent(user, used);
|
|
RaiseLocalEvent(user, ref attemptEv);
|
|
|
|
if (attemptEv.Cancelled)
|
|
{
|
|
if (attemptEv.Message != null)
|
|
_popup.PopupClient(attemptEv.Message, user, user);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetWielded((used, component), false);
|
|
|
|
var ev = new ItemUnwieldedEvent(user, force);
|
|
RaiseLocalEvent(used, ref ev);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes an entity unwield all currently wielded items.
|
|
/// </summary>
|
|
/// <param name="force">If this is true we will bypass UnwieldAttemptEvent.</param>
|
|
public void UnwieldAll(Entity<HandsComponent?> wielder, bool force = false)
|
|
{
|
|
foreach (var held in _hands.EnumerateHeld(wielder))
|
|
{
|
|
if (TryComp<WieldableComponent>(held, out var wieldable))
|
|
TryUnwield(held, wieldable, wielder, force);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets wielded without doing any checks.
|
|
/// </summary>
|
|
private void SetWielded(Entity<WieldableComponent> ent, bool wielded)
|
|
{
|
|
ent.Comp.Wielded = wielded;
|
|
Dirty(ent);
|
|
_appearance.SetData(ent, WieldableVisuals.Wielded, wielded);
|
|
}
|
|
|
|
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
|
|
{
|
|
_item.SetHeldPrefix(uid, component.OldInhandPrefix);
|
|
|
|
var user = args.User;
|
|
_virtualItem.DeleteInHandsMatching(user, uid);
|
|
|
|
if (!args.Force) // don't play sound/popup if this was a forced unwield
|
|
{
|
|
if (component.UnwieldSound != null)
|
|
_audio.PlayPredicted(component.UnwieldSound, uid, user);
|
|
|
|
var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
|
|
var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", Identity.Entity(args.User, EntityManager)), ("item", uid));
|
|
_popup.PopupPredicted(selfMessage, othersMessage, user, user);
|
|
}
|
|
}
|
|
|
|
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
|
|
{
|
|
if (uid == args.Unequipped)
|
|
TryUnwield(uid, component, args.User, force: true);
|
|
}
|
|
|
|
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
if (args.BlockingEntity == uid)
|
|
TryUnwield(uid, component, args.User, force: true);
|
|
}
|
|
|
|
private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
|
|
{
|
|
if (!TryComp<WieldableComponent>(uid, out var wield))
|
|
return;
|
|
|
|
if (!wield.Wielded)
|
|
return;
|
|
|
|
args.Damage += component.BonusDamage;
|
|
}
|
|
}
|