mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
414 lines
16 KiB
C#
414 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared._Shitmed.Body.Events; // Shitmed Change
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using Content.Client.DisplacementMap;
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using Content.Client.Examine;
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using Content.Client.Strip;
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using Content.Client.Verbs.UI;
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using Content.Shared.Body.Part; // Shitmed Change
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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.Inventory.VirtualItem;
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using Content.Shared.Item;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Client.Hands.Systems
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{
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[UsedImplicitly]
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly StrippableSystem _stripSys = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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public event Action<string?>? OnPlayerSetActiveHand;
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public event Action<Entity<HandsComponent>>? OnPlayerHandsAdded;
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public event Action? OnPlayerHandsRemoved;
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public event Action<string, EntityUid>? OnPlayerItemAdded;
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public event Action<string, EntityUid>? OnPlayerItemRemoved;
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public event Action<string>? OnPlayerHandBlocked;
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public event Action<string>? OnPlayerHandUnblocked;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, LocalPlayerAttachedEvent>(HandlePlayerAttached);
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SubscribeLocalEvent<HandsComponent, LocalPlayerDetachedEvent>(HandlePlayerDetached);
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SubscribeLocalEvent<HandsComponent, ComponentStartup>(OnHandsStartup);
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SubscribeLocalEvent<HandsComponent, ComponentShutdown>(OnHandsShutdown);
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SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
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SubscribeLocalEvent<HandsComponent, VisualsChangedEvent>(OnVisualsChanged);
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SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved); // Shitmed Change
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SubscribeLocalEvent<HandsComponent, BodyPartDisabledEvent>(HandleBodyPartDisabled); // Shitmed Change
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OnHandSetActive += OnHandActivated;
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}
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#region StateHandling
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private void HandleComponentState(Entity<HandsComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not HandsComponentState state)
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return;
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var newHands = state.Hands.Keys.Except(ent.Comp.Hands.Keys); // hands that were added between states
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var oldHands = ent.Comp.Hands.Keys.Except(state.Hands.Keys); // hands that were removed between states
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foreach (var handId in oldHands)
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{
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RemoveHand(ent.AsNullable(), handId);
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}
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foreach (var handId in state.SortedHands.Intersect(newHands))
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{
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AddHand(ent.AsNullable(), handId, state.Hands[handId]);
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}
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ent.Comp.SortedHands = new (state.SortedHands);
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SetActiveHand(ent.AsNullable(), state.ActiveHandId);
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_stripSys.UpdateUi(ent);
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}
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#endregion
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public void ReloadHandButtons()
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{
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if (!TryGetPlayerHands(out var hands))
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{
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return;
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}
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OnPlayerHandsAdded?.Invoke(hands.Value);
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}
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public override void DoDrop(Entity<HandsComponent?> ent,
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string handId,
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bool doDropInteraction = true,
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bool log = true)
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{
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base.DoDrop(ent, handId, doDropInteraction, log);
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if (TryGetHeldItem(ent, handId, out var held) && TryComp(held, out SpriteComponent? sprite))
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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}
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public EntityUid? GetActiveHandEntity()
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{
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return TryGetPlayerHands(out var hands) ? GetActiveItem(hands.Value.AsNullable()) : null;
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}
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/// <summary>
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/// Get the hands component of the local player
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/// </summary>
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public bool TryGetPlayerHands([NotNullWhen(true)] out Entity<HandsComponent>? hands)
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{
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var player = _playerManager.LocalEntity;
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hands = null;
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if (player == null || !TryComp<HandsComponent>(player.Value, out var handsComp))
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return false;
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hands = (player.Value, handsComp);
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return true;
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}
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/// <summary>
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/// Called when a user clicked on their hands GUI
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/// </summary>
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public void UIHandClick(Entity<HandsComponent> ent, string handName)
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{
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var hands = ent.Comp;
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if (hands.ActiveHandId == null)
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return;
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var pressedEntity = GetHeldItem(ent.AsNullable(), handName);
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var activeEntity = GetActiveItem(ent.AsNullable());
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if (handName == hands.ActiveHandId && activeEntity != null)
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{
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// use item in hand
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// it will always be attack_self() in my heart.
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RaisePredictiveEvent(new RequestUseInHandEvent());
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return;
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}
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if (handName != hands.ActiveHandId && pressedEntity == null)
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{
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// change active hand
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RaisePredictiveEvent(new RequestSetHandEvent(handName));
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return;
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}
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if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity != null)
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{
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// use active item on held item
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RaisePredictiveEvent(new RequestHandInteractUsingEvent(handName));
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return;
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}
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if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity == null)
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{
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// move the item to the active hand
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RaisePredictiveEvent(new RequestMoveHandItemEvent(handName));
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}
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}
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/// <summary>
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/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
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/// by storage (backpacks, etc).
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/// </summary>
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public void UIHandActivate(string handName)
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{
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RaisePredictiveEvent(new RequestActivateInHandEvent(handName));
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}
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public void UIInventoryExamine(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
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{
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return;
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}
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_examine.DoExamine(heldEntity.Value);
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}
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/// <summary>
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/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
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/// by storage (backpacks, etc).
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/// </summary>
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public void UIHandOpenContextMenu(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
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{
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return;
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}
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(heldEntity.Value);
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}
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public void UIHandAltActivateItem(string handName)
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{
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RaisePredictiveEvent(new RequestHandAltInteractEvent(handName));
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}
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#region visuals
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// Shitmed Change Start
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private void HideLayers(EntityUid uid, HandsComponent component, Entity<BodyPartComponent> part, SpriteComponent? sprite = null)
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{
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if (part.Comp.PartType != BodyPartType.Hand || !Resolve(uid, ref sprite, logMissing: false))
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return;
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var location = part.Comp.Symmetry switch
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{
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BodyPartSymmetry.None => HandLocation.Middle,
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BodyPartSymmetry.Left => HandLocation.Left,
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BodyPartSymmetry.Right => HandLocation.Right,
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_ => throw new ArgumentOutOfRangeException(nameof(part.Comp.Symmetry))
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};
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if (component.RevealedLayers.TryGetValue(location, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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sprite.RemoveLayer(key);
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revealedLayers.Clear();
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}
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}
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private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args) => HideLayers(uid, component, args.Part);
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private void HandleBodyPartDisabled(EntityUid uid, HandsComponent component, ref BodyPartDisabledEvent args) => HideLayers(uid, component, args.Part);
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// Shitmed Change End
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protected override void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
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{
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base.HandleEntityInserted(uid, hands, args);
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if (!hands.Hands.ContainsKey(args.Container.ID))
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return;
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UpdateHandVisuals(uid, args.Entity, args.Container.ID);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemAdded?.Invoke(args.Container.ID, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandBlocked?.Invoke(args.Container.ID);
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}
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protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
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{
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base.HandleEntityRemoved(uid, hands, args);
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if (!hands.Hands.ContainsKey(args.Container.ID))
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return;
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UpdateHandVisuals(uid, args.Entity, args.Container.ID);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemRemoved?.Invoke(args.Container.ID, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandUnblocked?.Invoke(args.Container.ID);
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}
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/// <summary>
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/// Update the players sprite with new in-hand visuals.
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/// </summary>
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private void UpdateHandVisuals(Entity<HandsComponent?, SpriteComponent?> ent, EntityUid held, string handId)
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{
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
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return;
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var handComp = ent.Comp1;
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var sprite = ent.Comp2;
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if (!TryGetHand((ent, handComp), handId, out var hand))
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return;
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// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
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if (ent == _playerManager.LocalEntity)
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OnPlayerItemAdded?.Invoke(handId, held);
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if (!handComp.ShowInHands)
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of layers.
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if (handComp.RevealedLayers.TryGetValue(hand.Value.Location, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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{
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_sprite.RemoveLayer((ent, sprite), key);
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}
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revealedLayers.Clear();
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}
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else
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{
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revealedLayers = new();
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handComp.RevealedLayers[hand.Value.Location] = revealedLayers;
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}
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if (HandIsEmpty((ent, handComp), handId))
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{
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// the held item was removed.
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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return;
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}
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var ev = new GetInhandVisualsEvent(ent, hand.Value.Location);
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RaiseLocalEvent(held, ev);
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if (ev.Layers.Count == 0)
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{
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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return;
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}
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// add the new layers
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foreach (var (key, layerData) in ev.Layers)
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{
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if (!revealedLayers.Add(key))
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{
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Log.Warning($"Duplicate key for in-hand visuals: {key}. Are multiple components attempting to modify the same layer? Entity: {ToPrettyString(held)}");
|
|
continue;
|
|
}
|
|
|
|
var index = _sprite.LayerMapReserve((ent, sprite), key);
|
|
|
|
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
|
|
if (layerData.RsiPath == null
|
|
&& layerData.TexturePath == null
|
|
&& sprite[index].Rsi == null)
|
|
{
|
|
if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
|
|
_sprite.LayerSetRsi((ent, sprite), index, new ResPath(itemComponent.RsiPath));
|
|
else if (TryComp(held, out SpriteComponent? clothingSprite))
|
|
_sprite.LayerSetRsi((ent, sprite), index, clothingSprite.BaseRSI);
|
|
}
|
|
|
|
_sprite.LayerSetData((ent, sprite), index, layerData);
|
|
|
|
// Add displacement maps
|
|
var displacement = hand.Value.Location switch
|
|
{
|
|
HandLocation.Left => handComp.LeftHandDisplacement,
|
|
HandLocation.Right => handComp.RightHandDisplacement,
|
|
_ => handComp.HandDisplacement
|
|
};
|
|
|
|
if (displacement is not null && _displacement.TryAddDisplacement(displacement, (ent, sprite), index, key, out var displacementKey))
|
|
revealedLayers.Add(displacementKey);
|
|
}
|
|
|
|
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
|
|
}
|
|
|
|
private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
|
|
{
|
|
// update hands visuals if this item is in a hand (rather then inventory or other container).
|
|
if (!component.Hands.ContainsKey(args.ContainerId))
|
|
return;
|
|
UpdateHandVisuals((uid, component), GetEntity(args.Item), args.ContainerId);
|
|
}
|
|
#endregion
|
|
|
|
#region Gui
|
|
|
|
private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
|
|
{
|
|
OnPlayerHandsAdded?.Invoke((uid, component));
|
|
}
|
|
|
|
private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
|
|
{
|
|
OnPlayerHandsRemoved?.Invoke();
|
|
}
|
|
|
|
private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
|
|
{
|
|
if (_playerManager.LocalEntity == uid)
|
|
OnPlayerHandsAdded?.Invoke((uid, component));
|
|
}
|
|
|
|
private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
|
|
{
|
|
if (_playerManager.LocalEntity == uid)
|
|
OnPlayerHandsRemoved?.Invoke();
|
|
}
|
|
#endregion
|
|
|
|
private void OnHandActivated(Entity<HandsComponent>? ent)
|
|
{
|
|
if (ent is not { } hand)
|
|
return;
|
|
|
|
if (_playerManager.LocalEntity != hand.Owner)
|
|
return;
|
|
|
|
OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHandId);
|
|
}
|
|
}
|
|
}
|