tweak(GunRequiresWield): State the requirement for gun wielding in the description. (#30301)
* https://en.wikipedia.org/wiki/List_of_LASD_deputy_gangs * https://knock-la.com/tradition-of-violence-lasd-gang-history/ * https://coc.lacounty.gov/deputy-gangs/
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@ -15,4 +15,7 @@ public sealed partial class GunRequiresWieldComponent : Component
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[DataField, AutoNetworkedField]
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public TimeSpan PopupCooldown = TimeSpan.FromSeconds(1);
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[DataField]
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public LocId? WieldRequiresExamineMessage = "gunrequireswield-component-examine";
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}
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@ -47,6 +47,7 @@ public sealed class WieldableSystem : EntitySystem
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SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
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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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@ -116,8 +117,17 @@ public sealed class WieldableSystem : EntitySystem
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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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@ -18,3 +18,5 @@ wieldable-component-not-in-hands = { CAPITALIZE(THE($item)) } isn't in your hand
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wieldable-component-requires = { CAPITALIZE(THE($item))} must be wielded!
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gunwieldbonus-component-examine = This weapon has improved accuracy when wielded.
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gunrequireswield-component-examine = This weapon can only be fired when wielded.
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