# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
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;
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if (time > component.LastPopup + component.PopupCooldown &&
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!HasComp<MeleeWeaponComponent>(uid) &&
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!HasComp<MeleeRequiresWieldComponent>(uid))
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{
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component.LastPopup = time;
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var message = Loc.GetString("wieldable-component-requires", ("item", uid));
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_popup.PopupClient(message, args.Used, args.User);
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}
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}
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}
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private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
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{
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if (_hands.EnumerateHands(args.User).Count() > 2)
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return;
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TryUnwield(uid, component, args.User);
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}
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private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
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{
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if (TryComp(bonus, out WieldableComponent? wield) &&
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wield.Wielded)
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{
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args.MinAngle += bonus.Comp.MinAngle;
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args.MaxAngle += bonus.Comp.MaxAngle;
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args.AngleDecay += bonus.Comp.AngleDecay;
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args.AngleIncrease += bonus.Comp.AngleIncrease;
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}
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}
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private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
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{
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if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
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{
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args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
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}
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}
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private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
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{
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if (entity.Comp.WieldRequiresExamineMessage != null)
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args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
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}
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private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
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{
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if (HasComp<GunRequiresWieldComponent>(uid))
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return;
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if (component.WieldBonusExamineMessage != null)
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args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
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}
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private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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// Sunrise-Start
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if (TryComp<BiocodeComponent>(uid, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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if (!_hands.IsHolding(args.User, uid, out _, args.Hands))
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return;
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// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
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// verb. Or just don't add it to the list if the action is not executable.
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// TODO VERBS ICON
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InteractionVerb verb = new()
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{
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Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
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Act = component.Wielded
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? () => TryUnwield(uid, component, args.User)
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: () => TryWield(uid, component, args.User)
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};
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args.Verbs.Add(verb);
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}
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private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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// Sunrise-Start
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if (TryComp<BiocodeComponent>(uid, out var biocodedComponent))
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{
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if (!_biocodeSystem.CanUse(args.User, biocodedComponent.Factions))
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return;
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}
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// Sunrise-End
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if (!component.Wielded)
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{
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TryWield(uid, component, args.User);
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args.Handled = true; // always mark as handled or we will cycle ammo when wielding is blocked
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}
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else if (component.UnwieldOnUse)
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{
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TryUnwield(uid, component, args.User);
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args.Handled = true;
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}
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if (HasComp<UseDelayComponent>(uid) && !component.UseDelayOnWield)
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args.ApplyDelay = false;
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}
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private void OnBlockerEquipped(Entity<WieldingBlockerComponent> ent, ref GotEquippedEvent args)
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{
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if (ent.Comp.BlockEquipped)
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UnwieldAll(args.Equipee, force: true);
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}
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private void OnBlockerEquippedHand(Entity<WieldingBlockerComponent> ent, ref GotEquippedHandEvent args)
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{
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if (ent.Comp.BlockInHand)
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UnwieldAll(args.User, force: true);
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}
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private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref InventoryRelayedEvent<WieldAttemptEvent> args)
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{
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if (ent.Comp.BlockEquipped)
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{
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args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
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args.Args.Cancelled = true;
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}
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}
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private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref HeldRelayedEvent<WieldAttemptEvent> args)
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{
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if (ent.Comp.BlockInHand)
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{
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args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
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args.Args.Cancelled = true;
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}
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}
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private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref WieldAttemptEvent args)
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{
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args.Cancelled = true;
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}
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public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
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{
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// Do they have enough hands free?
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if (!TryComp<HandsComponent>(user, out var hands))
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{
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if (!quiet)
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_popup.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
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return false;
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}
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// Is it.. actually in one of their hands?
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if (!_hands.IsHolding(user, uid, out _, hands))
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{
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if (!quiet)
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_popup.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
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return false;
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}
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if (_hands.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
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{
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if (!quiet)
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{
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var message = Loc.GetString("wieldable-component-not-enough-free-hands",
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("number", component.FreeHandsRequired), ("item", uid));
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_popup.PopupClient(message, user, user);
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}
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return false;
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}
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// Seems legit.
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return true;
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}
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/// <summary>
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/// Attempts to wield an item, starting a UseDelay after.
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/// </summary>
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/// <returns>True if the attempt wasn't blocked.</returns>
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public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
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{
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if (!CanWield(used, component, user))
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return false;
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if (TryComp(used, out UseDelayComponent? useDelay) && component.UseDelayOnWield)
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{
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if (!_delay.TryResetDelay((used, useDelay), true))
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return false;
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}
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var attemptEv = new WieldAttemptEvent(user, used);
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RaiseLocalEvent(user, ref attemptEv);
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if (attemptEv.Cancelled)
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{
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if (attemptEv.Message != null)
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_popup.PopupClient(attemptEv.Message, user, user);
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return false;
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}
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if (TryComp<ItemComponent>(used, out var item))
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{
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component.OldInhandPrefix = item.HeldPrefix;
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_item.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
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}
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SetWielded((used, component), true);
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if (component.WieldSound != null)
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_audio.PlayPredicted(component.WieldSound, used, user);
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//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
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var virtuals = new ValueList<EntityUid>();
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for (var i = 0; i < component.FreeHandsRequired; i++)
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{
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if (_virtualItem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true))
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{
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virtuals.Add(virtualItem.Value);
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continue;
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}
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foreach (var existingVirtual in virtuals)
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{
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QueueDel(existingVirtual);
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}
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return false;
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}
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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.Owner, wielder.Comp))
|
|
{
|
|
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;
|
|
}
|
|
}
|