random fixes

This commit is contained in:
deltanedas 2025-03-09 21:02:12 +00:00
parent 9a82e8cee5
commit 9013ac79cb
7 changed files with 24 additions and 19 deletions

View File

@ -34,7 +34,7 @@ namespace Content.Server.Forensics
{
SubscribeLocalEvent<FingerprintComponent, ContactInteractionEvent>(OnInteract);
SubscribeLocalEvent<FiberComponent, ContactInteractionEvent>(OnFiberInteract); // DeltaV
SubscribeLocalEvent<FiberComponent, MapInitEvent>(OnFiberInit); // DeltaV #1455 - unique glove fibers
SubscribeLocalEvent<FiberComponent, MapInitEvent>(OnFiberInit, after: [typeof(BloodstreamSystem)]); // DeltaV #1455 - unique glove fibers
SubscribeLocalEvent<FingerprintComponent, MapInitEvent>(OnFingerprintInit, after: new[] { typeof(BloodstreamSystem) });
// The solution entities are spawned on MapInit as well, so we have to wait for that to be able to set the DNA in the bloodstream correctly without ResolveSolution failing
SubscribeLocalEvent<DnaComponent, MapInitEvent>(OnDNAInit, after: new[] { typeof(BloodstreamSystem) });

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@ -26,6 +26,7 @@ using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.NPC.Components; // DeltaV
using Content.Shared.NPC.Systems;
using Content.Shared.Nutrition.AnimalHusbandry;
using Content.Shared.Nutrition.Components;

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@ -1,5 +1,4 @@
using Content.Server.Bible.Components;
using Content.Server._DV.Cloning;
using Content.Shared.Abilities.Psionics;
using Content.Shared.Administration.Logs;
using Content.Shared.Body.Components;

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@ -1,13 +1,9 @@
using Content.Server.Advertise;
using Content.Server.Advertise.Components;
using Content.Shared._DV.VendingMachines;
namespace Content.Server._DV.VendingMachines;
public sealed class ShopVendorSystem : SharedShopVendorSystem
{
[Dependency] private readonly SpeakOnUIClosedSystem _speakOnUIClosed = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
@ -38,10 +34,4 @@ public sealed class ShopVendorSystem : SharedShopVendorSystem
}
}
}
protected override void AfterPurchase(Entity<ShopVendorComponent> ent)
{
if (TryComp<SpeakOnUIClosedComponent>(ent, out var speak))
_speakOnUIClosed.TrySetFlag((ent.Owner, speak));
}
}

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@ -53,10 +53,13 @@ public sealed partial class GhettoSurgerySystem : EntitySystem
private void OnSharpShutdown(Entity<SharpComponent> ent, ref ComponentShutdown args)
{
if (ent.Comp.HadScalpel)
if (!ent.Comp.HadSurgeryTool)
RemComp<SurgeryToolComponent>(ent);
if (!ent.Comp.HadScalpel)
RemComp<ScalpelComponent>(ent);
if (ent.Comp.HadBoneSaw)
if (!ent.Comp.HadBoneSaw)
RemComp<BoneSawComponent>(ent);
}
}

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@ -1,4 +1,6 @@
using Content.Shared.Access.Systems;
using Content.Shared.Advertise.Systems;
using Content.Shared.Advertise.Components;
using Content.Shared._DV.Salvage.Systems;
using Content.Shared.Destructible;
using Content.Shared.Popups;
@ -23,6 +25,7 @@ public abstract class SharedShopVendorSystem : EntitySystem
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedPowerReceiverSystem _power = default!;
[Dependency] private readonly SharedSpeakOnUIClosedSystem _speakOnUIClosed = default!;
public override void Initialize()
{
@ -117,11 +120,8 @@ public abstract class SharedShopVendorSystem : EntitySystem
Log.Debug($"Player {ToPrettyString(user):user} purchased {listing.Id} from {ToPrettyString(ent):vendor}");
AfterPurchase(ent);
}
protected virtual void AfterPurchase(Entity<ShopVendorComponent> ent)
{
if (TryComp<SpeakOnUIClosedComponent>(ent, out var speak))
_speakOnUIClosed.TrySetFlag((ent, speak));
}
private void Deny(Entity<ShopVendorComponent> ent, EntityUid user)

View File

@ -53,6 +53,18 @@
- SouthernAccent
- SpanishAccent
- StutteringAccent
# Begin DeltaV Additions
- Addicted
- DogVision
- FrenchAccent
- Hushed
- IrishAccent
- MobsterAccent
- Pain
- ScottishAccent
- UltraVision
- Unborgable
# End DeltaV Additions
blacklist:
components:
- AttachedClothing # helmets, which are part of the suit