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* blindness rework - damaged eyes now simulate legal blindness
* hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA
* attributions
* makes eyeclosecomponent adminbus compatible
* useshader(null)
(cherry picked from commit aa6645c8e9)
35 lines
1.1 KiB
C#
35 lines
1.1 KiB
C#
using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory;
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namespace Content.Shared.Eye.Blinding.Systems;
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public sealed class BlindfoldSystem : EntitySystem
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{
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[Dependency] private readonly BlindableSystem _blindableSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlindfoldComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<BlindfoldComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<BlindfoldComponent, InventoryRelayedEvent<CanSeeAttemptEvent>>(OnBlindfoldTrySee);
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}
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private void OnBlindfoldTrySee(Entity<BlindfoldComponent> blindfold, ref InventoryRelayedEvent<CanSeeAttemptEvent> args)
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{
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args.Args.Cancel();
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}
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private void OnEquipped(Entity<BlindfoldComponent> blindfold, ref GotEquippedEvent args)
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{
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_blindableSystem.UpdateIsBlind(args.Equipee);
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}
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private void OnUnequipped(Entity<BlindfoldComponent> blindfold, ref GotUnequippedEvent args)
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{
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_blindableSystem.UpdateIsBlind(args.Equipee);
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}
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}
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