# 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
425 lines
16 KiB
C#
425 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.DisplacementMap;
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using Content.Client.Examine;
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using Content.Client.Strip;
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using Content.Client.Verbs.UI;
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using Content.Shared.DisplacementMap;
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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.Humanoid;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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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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namespace Content.Client.Hands.Systems
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{
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[UsedImplicitly]
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly StrippableSystem _stripSys = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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public event Action<string?>? OnPlayerSetActiveHand;
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public event Action<Entity<HandsComponent>>? OnPlayerHandsAdded;
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public event Action? OnPlayerHandsRemoved;
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public event Action<string, EntityUid>? OnPlayerItemAdded;
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public event Action<string, EntityUid>? OnPlayerItemRemoved;
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public event Action<string>? OnPlayerHandBlocked;
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public event Action<string>? OnPlayerHandUnblocked;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, LocalPlayerAttachedEvent>(HandlePlayerAttached);
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SubscribeLocalEvent<HandsComponent, LocalPlayerDetachedEvent>(HandlePlayerDetached);
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SubscribeLocalEvent<HandsComponent, ComponentStartup>(OnHandsStartup);
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SubscribeLocalEvent<HandsComponent, ComponentShutdown>(OnHandsShutdown);
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SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
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SubscribeLocalEvent<HandsComponent, VisualsChangedEvent>(OnVisualsChanged);
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OnHandSetActive += OnHandActivated;
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}
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#region StateHandling
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private void HandleComponentState(Entity<HandsComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not HandsComponentState state)
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return;
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var newHands = state.Hands.Keys.Except(ent.Comp.Hands.Keys); // hands that were added between states
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var oldHands = ent.Comp.Hands.Keys.Except(state.Hands.Keys); // hands that were removed between states
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foreach (var handId in oldHands)
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{
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RemoveHand(ent.AsNullable(), handId);
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}
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foreach (var handId in state.SortedHands.Intersect(newHands))
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{
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AddHand(ent.AsNullable(), handId, state.Hands[handId]);
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}
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ent.Comp.SortedHands = new (state.SortedHands);
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SetActiveHand(ent.AsNullable(), state.ActiveHandId);
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_stripSys.UpdateUi(ent);
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}
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#endregion
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public void ReloadHandButtons()
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{
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if (!TryGetPlayerHands(out var hands))
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{
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return;
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}
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OnPlayerHandsAdded?.Invoke(hands.Value);
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}
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public override void DoDrop(Entity<HandsComponent?> ent,
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string handId,
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bool doDropInteraction = true,
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bool log = true)
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{
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base.DoDrop(ent, handId, doDropInteraction, log);
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if (TryGetHeldItem(ent, handId, out var held) && TryComp(held, out SpriteComponent? sprite))
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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}
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public EntityUid? GetActiveHandEntity()
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{
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return TryGetPlayerHands(out var hands) ? GetActiveItem(hands.Value.AsNullable()) : null;
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}
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/// <summary>
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/// Get the hands component of the local player
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/// </summary>
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public bool TryGetPlayerHands([NotNullWhen(true)] out Entity<HandsComponent>? hands)
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{
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var player = _playerManager.LocalEntity;
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hands = null;
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if (player == null || !TryComp<HandsComponent>(player.Value, out var handsComp))
|
|
return false;
|
|
|
|
hands = (player.Value, handsComp);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a user clicked on their hands GUI
|
|
/// </summary>
|
|
public void UIHandClick(Entity<HandsComponent> ent, string handName)
|
|
{
|
|
var hands = ent.Comp;
|
|
if (hands.ActiveHandId == null)
|
|
return;
|
|
|
|
var pressedEntity = GetHeldItem(ent.AsNullable(), handName);
|
|
var activeEntity = GetActiveItem(ent.AsNullable());
|
|
|
|
if (handName == hands.ActiveHandId && activeEntity != null)
|
|
{
|
|
// use item in hand
|
|
// it will always be attack_self() in my heart.
|
|
RaisePredictiveEvent(new RequestUseInHandEvent());
|
|
return;
|
|
}
|
|
|
|
if (handName != hands.ActiveHandId && pressedEntity == null)
|
|
{
|
|
// change active hand
|
|
RaisePredictiveEvent(new RequestSetHandEvent(handName));
|
|
return;
|
|
}
|
|
|
|
if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity != null)
|
|
{
|
|
// use active item on held item
|
|
RaisePredictiveEvent(new RequestHandInteractUsingEvent(handName));
|
|
return;
|
|
}
|
|
|
|
if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity == null)
|
|
{
|
|
// move the item to the active hand
|
|
RaisePredictiveEvent(new RequestMoveHandItemEvent(handName));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
|
|
/// by storage (backpacks, etc).
|
|
/// </summary>
|
|
public void UIHandActivate(string handName)
|
|
{
|
|
RaisePredictiveEvent(new RequestActivateInHandEvent(handName));
|
|
}
|
|
|
|
public void UIInventoryExamine(string handName)
|
|
{
|
|
if (!TryGetPlayerHands(out var hands) ||
|
|
!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_examine.DoExamine(heldEntity.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
|
|
/// by storage (backpacks, etc).
|
|
/// </summary>
|
|
public void UIHandOpenContextMenu(string handName)
|
|
{
|
|
if (!TryGetPlayerHands(out var hands) ||
|
|
!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(heldEntity.Value);
|
|
}
|
|
|
|
public void UIHandAltActivateItem(string handName)
|
|
{
|
|
RaisePredictiveEvent(new RequestHandAltInteractEvent(handName));
|
|
}
|
|
|
|
#region visuals
|
|
|
|
protected override void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
|
|
{
|
|
base.HandleEntityInserted(uid, hands, args);
|
|
|
|
if (!hands.Hands.ContainsKey(args.Container.ID))
|
|
return;
|
|
|
|
UpdateHandVisuals(uid, args.Entity, args.Container.ID);
|
|
_stripSys.UpdateUi(uid);
|
|
|
|
if (uid != _playerManager.LocalEntity)
|
|
return;
|
|
|
|
OnPlayerItemAdded?.Invoke(args.Container.ID, args.Entity);
|
|
|
|
if (HasComp<VirtualItemComponent>(args.Entity))
|
|
OnPlayerHandBlocked?.Invoke(args.Container.ID);
|
|
}
|
|
|
|
protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
|
|
{
|
|
base.HandleEntityRemoved(uid, hands, args);
|
|
|
|
if (!hands.Hands.ContainsKey(args.Container.ID))
|
|
return;
|
|
|
|
UpdateHandVisuals(uid, args.Entity, args.Container.ID);
|
|
_stripSys.UpdateUi(uid);
|
|
|
|
if (uid != _playerManager.LocalEntity)
|
|
return;
|
|
|
|
OnPlayerItemRemoved?.Invoke(args.Container.ID, args.Entity);
|
|
|
|
if (HasComp<VirtualItemComponent>(args.Entity))
|
|
OnPlayerHandUnblocked?.Invoke(args.Container.ID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the players sprite with new in-hand visuals.
|
|
/// </summary>
|
|
private void UpdateHandVisuals(Entity<HandsComponent?, SpriteComponent?> ent, EntityUid held, string handId)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
|
|
return;
|
|
var handComp = ent.Comp1;
|
|
var sprite = ent.Comp2;
|
|
|
|
if (!TryGetHand((ent, handComp), handId, out var hand))
|
|
return;
|
|
|
|
// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
|
|
if (ent == _playerManager.LocalEntity)
|
|
OnPlayerItemAdded?.Invoke(handId, held);
|
|
|
|
if (!handComp.ShowInHands)
|
|
return;
|
|
|
|
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
|
|
// may eventually bloat the player with lots of layers.
|
|
if (handComp.RevealedLayers.TryGetValue(hand.Value.Location, out var revealedLayers))
|
|
{
|
|
foreach (var key in revealedLayers)
|
|
{
|
|
_sprite.RemoveLayer((ent, sprite), key);
|
|
}
|
|
|
|
revealedLayers.Clear();
|
|
}
|
|
else
|
|
{
|
|
revealedLayers = new();
|
|
handComp.RevealedLayers[hand.Value.Location] = revealedLayers;
|
|
}
|
|
|
|
if (HandIsEmpty((ent, handComp), handId))
|
|
{
|
|
// the held item was removed.
|
|
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
|
|
return;
|
|
}
|
|
|
|
var ev = new GetInhandVisualsEvent(ent, hand.Value.Location);
|
|
RaiseLocalEvent(held, ev);
|
|
|
|
if (ev.Layers.Count == 0)
|
|
{
|
|
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
|
|
return;
|
|
}
|
|
|
|
// add the new layers
|
|
foreach (var (key, layerData) in ev.Layers)
|
|
{
|
|
if (!revealedLayers.Add(key))
|
|
{
|
|
Log.Warning($"Duplicate key for in-hand visuals: {key}. Are multiple components attempting to modify the same layer? Entity: {ToPrettyString(held)}");
|
|
continue;
|
|
}
|
|
|
|
var index = _sprite.LayerMapReserve((ent, sprite), key);
|
|
|
|
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
|
|
if (layerData.RsiPath == null
|
|
&& layerData.TexturePath == null
|
|
&& sprite[index].Rsi == null)
|
|
{
|
|
if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
|
|
_sprite.LayerSetRsi((ent, sprite), index, new ResPath(itemComponent.RsiPath));
|
|
else if (TryComp(held, out SpriteComponent? clothingSprite))
|
|
_sprite.LayerSetRsi((ent, sprite), index, clothingSprite.BaseRSI);
|
|
}
|
|
|
|
_sprite.LayerSetData((ent, sprite), index, layerData);
|
|
|
|
// Add displacement maps
|
|
var displacement = hand.Value.Location switch
|
|
{
|
|
HandLocation.Left => handComp.LeftHandDisplacement,
|
|
HandLocation.Right => handComp.RightHandDisplacement,
|
|
_ => handComp.HandDisplacement
|
|
};
|
|
|
|
if (displacement is not null && _displacement.TryAddDisplacement(displacement, (ent, sprite), index, key, out var displacementKey))
|
|
revealedLayers.Add(displacementKey);
|
|
}
|
|
|
|
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the appropriate displacement map for a hand, considering body type and hand location.
|
|
/// </summary>
|
|
private DisplacementData? GetHandDisplacement(EntityUid uid, HandLocation handLocation, HandsComponent handComp)
|
|
{
|
|
string? bodyTypeName = null;
|
|
if (TryComp(uid, out HumanoidAppearanceComponent? humanoid))
|
|
{
|
|
bodyTypeName = _prototype.Index(humanoid.BodyType).Name;
|
|
}
|
|
|
|
// First try to get body type specific displacement maps
|
|
if (bodyTypeName != null)
|
|
{
|
|
switch (handLocation)
|
|
{
|
|
case HandLocation.Left:
|
|
if (handComp.LeftHandBodyTypeDisplacements.TryGetValue(bodyTypeName, out var leftBodyTypeDisplacement))
|
|
return leftBodyTypeDisplacement;
|
|
break;
|
|
case HandLocation.Right:
|
|
if (handComp.RightHandBodyTypeDisplacements.TryGetValue(bodyTypeName, out var rightBodyTypeDisplacement))
|
|
return rightBodyTypeDisplacement;
|
|
break;
|
|
}
|
|
|
|
// Try generic body type displacement
|
|
if (handComp.BodyTypeDisplacements.TryGetValue(bodyTypeName, out var bodyTypeDisplacement))
|
|
return bodyTypeDisplacement;
|
|
}
|
|
|
|
// Fall back to the original logic
|
|
return handLocation switch
|
|
{
|
|
HandLocation.Left => handComp.LeftHandDisplacement,
|
|
HandLocation.Right => handComp.RightHandDisplacement,
|
|
_ => handComp.HandDisplacement
|
|
};
|
|
}
|
|
|
|
private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
|
|
{
|
|
// update hands visuals if this item is in a hand (rather then inventory or other container).
|
|
if (!component.Hands.ContainsKey(args.ContainerId))
|
|
return;
|
|
UpdateHandVisuals((uid, component), GetEntity(args.Item), args.ContainerId);
|
|
}
|
|
#endregion
|
|
|
|
#region Gui
|
|
|
|
private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
|
|
{
|
|
OnPlayerHandsAdded?.Invoke((uid, component));
|
|
}
|
|
|
|
private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
|
|
{
|
|
OnPlayerHandsRemoved?.Invoke();
|
|
}
|
|
|
|
private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
|
|
{
|
|
if (_playerManager.LocalEntity == uid)
|
|
OnPlayerHandsAdded?.Invoke((uid, component));
|
|
}
|
|
|
|
private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
|
|
{
|
|
if (_playerManager.LocalEntity == uid)
|
|
OnPlayerHandsRemoved?.Invoke();
|
|
}
|
|
#endregion
|
|
|
|
private void OnHandActivated(Entity<HandsComponent>? ent)
|
|
{
|
|
if (ent is not { } hand)
|
|
return;
|
|
|
|
if (_playerManager.LocalEntity != hand.Owner)
|
|
return;
|
|
|
|
OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHandId);
|
|
}
|
|
}
|
|
}
|