fish-station/Content.Server/Standing/StandingStateSystem.cs

42 lines
1.3 KiB
C#

using System.Numerics;
using Content.Shared.DoAfter;
using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Humanoid;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.Standing;
public sealed class StandingStateSystem : SharedStandingStateSystem
{
[Dependency] private readonly SharedGravitySystem _gravity = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<ChangeLayingDownEvent>(OnChangeState);
}
private void OnChangeState(ChangeLayingDownEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession is not { AttachedEntity: { Valid: true } uid }
|| !Exists(uid)
|| !TryComp<StandingStateComponent>(args.SenderSession.AttachedEntity, out var standingStateComponent)
|| _gravity.IsWeightless(args.SenderSession.AttachedEntity.Value))
return;
if (standingStateComponent.CurrentState == StandingState.Laying)
TryStandUp(uid, standingStateComponent);
else
{
Fall(uid);
}
}
}