# 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
414 lines
16 KiB
C#
414 lines
16 KiB
C#
using Content.Server.Actions;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Server.Polymorph.Components;
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using Content.Shared.Buckle;
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using Content.Shared.Coordinates;
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using Content.Shared.Damage;
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using Content.Shared.Destructible;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition;
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using Content.Shared.Polymorph;
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using Content.Shared.Popups;
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using Robust.Server.Audio;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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// Sunrise-Start
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using Content.Shared.EntityEffects;
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using Content.Shared.Mind.Components;
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// Sunrise-End
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namespace Content.Server.Polymorph.Systems;
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public sealed partial class PolymorphSystem : EntitySystem
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{
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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private const string RevertPolymorphId = "ActionRevertPolymorph";
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public override void Initialize()
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{
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SubscribeLocalEvent<PolymorphableComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<PolymorphedEntityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PolymorphableComponent, PolymorphActionEvent>(OnPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, RevertPolymorphActionEvent>(OnRevertPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullySlicedEvent>(OnBeforeFullySliced);
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SubscribeLocalEvent<PolymorphedEntityComponent, DestructionEventArgs>(OnDestruction);
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InitializeMap();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PolymorphedEntityComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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comp.Time += frameTime;
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if (comp.Configuration.Duration != null && comp.Time >= comp.Configuration.Duration)
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{
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Revert((uid, comp));
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continue;
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}
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if (!TryComp<MobStateComponent>(uid, out var mob))
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continue;
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if (comp.Configuration.RevertOnDeath && _mobState.IsDead(uid, mob) ||
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comp.Configuration.RevertOnCrit && _mobState.IsIncapacitated(uid, mob))
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{
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Revert((uid, comp));
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}
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}
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}
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private void OnComponentStartup(Entity<PolymorphableComponent> ent, ref ComponentStartup args)
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{
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if (ent.Comp.InnatePolymorphs != null)
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{
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foreach (var morph in ent.Comp.InnatePolymorphs)
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{
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CreatePolymorphAction(morph, ent);
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}
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}
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}
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private void OnMapInit(Entity<PolymorphedEntityComponent> ent, ref MapInitEvent args)
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{
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var (uid, component) = ent;
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if (component.Configuration.Forced)
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return;
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if (_actions.AddAction(uid, ref component.Action, out var action, RevertPolymorphId))
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{
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_actions.SetEntityIcon((component.Action.Value, action), component.Parent);
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_actions.SetUseDelay(component.Action.Value, TimeSpan.FromSeconds(component.Configuration.Delay));
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}
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}
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private void OnPolymorphActionEvent(Entity<PolymorphableComponent> ent, ref PolymorphActionEvent args)
|
|
{
|
|
if (!_proto.TryIndex(args.ProtoId, out var prototype) || args.Handled)
|
|
return;
|
|
|
|
PolymorphEntity(ent, prototype.Configuration);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnRevertPolymorphActionEvent(Entity<PolymorphedEntityComponent> ent,
|
|
ref RevertPolymorphActionEvent args)
|
|
{
|
|
Revert((ent, ent));
|
|
}
|
|
|
|
private void OnBeforeFullySliced(Entity<PolymorphedEntityComponent> ent, ref BeforeFullySlicedEvent args)
|
|
{
|
|
var (_, comp) = ent;
|
|
if (comp.Configuration.RevertOnEat)
|
|
{
|
|
args.Cancel();
|
|
Revert((ent, ent));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// It is possible to be polymorphed into an entity that can't "die", but is instead
|
|
/// destroyed. This handler ensures that destruction is treated like death.
|
|
/// </summary>
|
|
private void OnDestruction(Entity<PolymorphedEntityComponent> ent, ref DestructionEventArgs args)
|
|
{
|
|
if (ent.Comp.Configuration.RevertOnDeath)
|
|
{
|
|
Revert((ent, ent));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Polymorphs the target entity into the specific polymorph prototype
|
|
/// </summary>
|
|
/// <param name="uid">The entity that will be transformed</param>
|
|
/// <param name="protoId">The id of the polymorph prototype</param>
|
|
public EntityUid? PolymorphEntity(EntityUid uid, ProtoId<PolymorphPrototype> protoId)
|
|
{
|
|
var config = _proto.Index(protoId).Configuration;
|
|
return PolymorphEntity(uid, config);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Polymorphs the target entity into another.
|
|
/// </summary>
|
|
/// <param name="uid">The entity that will be transformed</param>
|
|
/// <param name="configuration">The new polymorph configuration</param>
|
|
/// <returns>The new entity, or null if the polymorph failed.</returns>
|
|
public EntityUid? PolymorphEntity(EntityUid uid, PolymorphConfiguration configuration)
|
|
{
|
|
// Sunrise-Start
|
|
if (configuration.BlockIfHasMind
|
|
&& TryComp<MindContainerComponent>(uid, out var mindContainer)
|
|
&& mindContainer.HasMind)
|
|
{
|
|
return null;
|
|
}
|
|
// Sunrise-End
|
|
|
|
// If they're morphed, check their current config to see if they can be
|
|
// morphed again
|
|
if (!configuration.IgnoreAllowRepeatedMorphs
|
|
&& TryComp<PolymorphedEntityComponent>(uid, out var currentPoly)
|
|
&& !currentPoly.Configuration.AllowRepeatedMorphs)
|
|
return null;
|
|
|
|
// If this polymorph has a cooldown, check if that amount of time has passed since the
|
|
// last polymorph ended.
|
|
if (TryComp<PolymorphableComponent>(uid, out var polymorphableComponent) &&
|
|
polymorphableComponent.LastPolymorphEnd != null &&
|
|
_gameTiming.CurTime < polymorphableComponent.LastPolymorphEnd + configuration.Cooldown)
|
|
return null;
|
|
|
|
// mostly just for vehicles
|
|
_buckle.TryUnbuckle(uid, uid, true);
|
|
|
|
var targetTransformComp = Transform(uid);
|
|
|
|
if (configuration.PolymorphSound != null)
|
|
_audio.PlayPvs(configuration.PolymorphSound, targetTransformComp.Coordinates);
|
|
|
|
var child = Spawn(configuration.Entity, _transform.GetMapCoordinates(uid, targetTransformComp), rotation: _transform.GetWorldRotation(uid));
|
|
|
|
if (configuration.PolymorphPopup != null)
|
|
_popup.PopupEntity(Loc.GetString(configuration.PolymorphPopup,
|
|
("parent", Identity.Entity(uid, EntityManager)),
|
|
("child", Identity.Entity(child, EntityManager))),
|
|
child);
|
|
|
|
_mindSystem.MakeSentient(child);
|
|
|
|
var polymorphedComp = Factory.GetComponent<PolymorphedEntityComponent>();
|
|
polymorphedComp.Parent = uid;
|
|
polymorphedComp.Configuration = configuration;
|
|
AddComp(child, polymorphedComp);
|
|
|
|
var childXform = Transform(child);
|
|
_transform.SetLocalRotation(child, targetTransformComp.LocalRotation, childXform);
|
|
|
|
if (_container.TryGetContainingContainer((uid, targetTransformComp, null), out var cont))
|
|
_container.Insert(child, cont);
|
|
|
|
//Transfers all damage from the original to the new one
|
|
if (configuration.TransferDamage &&
|
|
TryComp<DamageableComponent>(child, out var damageParent) &&
|
|
_mobThreshold.GetScaledDamage(uid, child, out var damage) &&
|
|
damage != null)
|
|
{
|
|
_damageable.SetDamage(child, damageParent, damage);
|
|
}
|
|
|
|
if (configuration.Inventory == PolymorphInventoryChange.Transfer)
|
|
{
|
|
_inventory.TransferEntityInventories(uid, child);
|
|
foreach (var hand in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, hand, checkActionBlocker: false);
|
|
_hands.TryPickupAnyHand(child, hand);
|
|
}
|
|
}
|
|
else if (configuration.Inventory == PolymorphInventoryChange.Drop)
|
|
{
|
|
if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
|
|
{
|
|
while (enumerator.MoveNext(out var slot))
|
|
{
|
|
_inventory.TryUnequip(uid, slot.ID, true, true);
|
|
}
|
|
}
|
|
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
}
|
|
}
|
|
|
|
if (configuration.TransferName && TryComp(uid, out MetaDataComponent? targetMeta))
|
|
_metaData.SetEntityName(child, targetMeta.EntityName);
|
|
|
|
if (configuration.TransferHumanoidAppearance)
|
|
{
|
|
_humanoid.CloneAppearance(uid, child);
|
|
}
|
|
|
|
if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
|
|
_mindSystem.TransferTo(mindId, child, mind: mind);
|
|
|
|
//Ensures a map to banish the entity to
|
|
EnsurePausedMap();
|
|
if (PausedMap != null)
|
|
_transform.SetParent(uid, targetTransformComp, PausedMap.Value);
|
|
|
|
// Raise an event to inform anything that wants to know about the entity swap
|
|
var ev = new PolymorphedEvent(uid, child, false);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
// visual effect spawn
|
|
if (configuration.EffectProto != null)
|
|
SpawnAttachedTo(configuration.EffectProto, child.ToCoordinates());
|
|
|
|
return child;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverts a polymorphed entity back into its original form
|
|
/// </summary>
|
|
/// <param name="uid">The entityuid of the entity being reverted</param>
|
|
/// <param name="component"></param>
|
|
public EntityUid? Revert(Entity<PolymorphedEntityComponent?> ent)
|
|
{
|
|
var (uid, component) = ent;
|
|
if (!Resolve(ent, ref component))
|
|
return null;
|
|
|
|
if (Deleted(uid))
|
|
return null;
|
|
|
|
var parent = component.Parent;
|
|
if (Deleted(parent))
|
|
return null;
|
|
|
|
var uidXform = Transform(uid);
|
|
var parentXform = Transform(parent);
|
|
|
|
if (component.Configuration.ExitPolymorphSound != null)
|
|
_audio.PlayPvs(component.Configuration.ExitPolymorphSound, uidXform.Coordinates);
|
|
|
|
_transform.SetParent(parent, parentXform, uidXform.ParentUid);
|
|
_transform.SetCoordinates(parent, parentXform, uidXform.Coordinates, uidXform.LocalRotation);
|
|
|
|
if (component.Configuration.TransferDamage &&
|
|
TryComp<DamageableComponent>(parent, out var damageParent) &&
|
|
_mobThreshold.GetScaledDamage(uid, parent, out var damage) &&
|
|
damage != null)
|
|
{
|
|
_damageable.SetDamage(parent, damageParent, damage);
|
|
}
|
|
|
|
if (component.Configuration.Inventory == PolymorphInventoryChange.Transfer)
|
|
{
|
|
_inventory.TransferEntityInventories(uid, parent);
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
_hands.TryPickupAnyHand(parent, held, checkActionBlocker: false);
|
|
}
|
|
}
|
|
else if (component.Configuration.Inventory == PolymorphInventoryChange.Drop)
|
|
{
|
|
if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
|
|
{
|
|
while (enumerator.MoveNext(out var slot))
|
|
{
|
|
_inventory.TryUnequip(uid, slot.ID);
|
|
}
|
|
}
|
|
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
}
|
|
}
|
|
|
|
if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
|
|
_mindSystem.TransferTo(mindId, parent, mind: mind);
|
|
|
|
if (TryComp<PolymorphableComponent>(parent, out var polymorphableComponent))
|
|
polymorphableComponent.LastPolymorphEnd = _gameTiming.CurTime;
|
|
|
|
// if an item polymorph was picked up, put it back down after reverting
|
|
_transform.AttachToGridOrMap(parent, parentXform);
|
|
|
|
// Raise an event to inform anything that wants to know about the entity swap
|
|
var ev = new PolymorphedEvent(uid, parent, true);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
// visual effect spawn
|
|
if (component.Configuration.EffectProto != null)
|
|
SpawnAttachedTo(component.Configuration.EffectProto, parent.ToCoordinates());
|
|
|
|
if (component.Configuration.ExitPolymorphPopup != null)
|
|
_popup.PopupEntity(Loc.GetString(component.Configuration.ExitPolymorphPopup,
|
|
("parent", Identity.Entity(uid, EntityManager)),
|
|
("child", Identity.Entity(parent, EntityManager))),
|
|
parent);
|
|
QueueDel(uid);
|
|
|
|
return parent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a sidebar action for an entity to be able to polymorph at will
|
|
/// </summary>
|
|
/// <param name="id">The string of the id of the polymorph action</param>
|
|
/// <param name="target">The entity that will be gaining the action</param>
|
|
public void CreatePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
|
|
{
|
|
target.Comp.PolymorphActions ??= new();
|
|
if (target.Comp.PolymorphActions.ContainsKey(id))
|
|
return;
|
|
|
|
if (!_proto.TryIndex(id, out var polyProto))
|
|
return;
|
|
|
|
var entProto = _proto.Index(polyProto.Configuration.Entity);
|
|
|
|
EntityUid? actionId = default!;
|
|
if (!_actions.AddAction(target, ref actionId, RevertPolymorphId, target))
|
|
return;
|
|
|
|
target.Comp.PolymorphActions.Add(id, actionId.Value);
|
|
|
|
var metaDataCache = MetaData(actionId.Value);
|
|
_metaData.SetEntityName(actionId.Value, Loc.GetString("polymorph-self-action-name", ("target", entProto.Name)), metaDataCache);
|
|
_metaData.SetEntityDescription(actionId.Value, Loc.GetString("polymorph-self-action-description", ("target", entProto.Name)), metaDataCache);
|
|
|
|
if (_actions.GetAction(actionId) is not {} action)
|
|
return;
|
|
|
|
_actions.SetIcon((action, action.Comp), new SpriteSpecifier.EntityPrototype(polyProto.Configuration.Entity));
|
|
_actions.SetEvent(action, new PolymorphActionEvent(id));
|
|
}
|
|
|
|
public void RemovePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
|
|
{
|
|
if (target.Comp.PolymorphActions is not {} actions)
|
|
return;
|
|
|
|
if (actions.TryGetValue(id, out var action))
|
|
_actions.RemoveAction(target.Owner, action);
|
|
}
|
|
}
|