mirror of
https://github.com/DeltaV-Station/Delta-v.git
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+27









deltanedas
slarticodefast
Nemanja
Vasilis
plykiya
deltanedas
Killerqu00
Brandon Hu
Zachary Yona
Zachary Yona
Plykiya
PJBot
Alzore
Kara
EmoGarbage404
Ubaser
Token
Cojoke
LeoSantich
nikthechampiongr
pigeonpeas
Ed
PoorMansDreams
IgorAnt028
NotSoDamn
Errant
DrSmugleaf
Velcroboy
Jeff
themias
Eris
FATFSAAM2
to4no_fix
Mervill
Nim
IProduceWidgets
SlamBamActionman
f941121384
* uncomment grappling gun * Remove rest of Geras files (#30912) remove remaining geras stuff * tweak(AgeRequirement): Make the requiredAge more sensible (#30913) * chrore(ageRequirement): fix grammar. atleast -> at least (#30914) * Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918) * Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971 * Fixed HoS Turtle not covering all butt pixels --------- Co-authored-by: Zachary Yona <magicalusf@gmail.com> * Add execution component to all energy sword weapons (#30909) Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * chore(grammar): correct some mistakes (#30916) * Add diamond mining drills, buff regular mining drills (#30814) * why do I have to change so much just to add drills * diamon * Automatic changelog update * give trash a reusable entity table (#30921) * Contraband marking & examining (#28688) * System & loc strings * pass over syndie contraband * fixes * grand theft pass * contrabandexamine -> contraband * examine text generation update * all composition parents necessary * bring back minor contra so it has a less confusing message * minor * weapon pass * jumpsuit pass * feet pass * AUUUUUUUUUGHHHHHHHHHHHHHHHHHH * head * AUUUUGH * ear * belt * back * fix * bro * rename for more clarity * do da review * add cvar for contraband examine --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * Removes variant cube migration (#30934) add * First Review Pass Contraband Fixes (#30930) * First pass contra fix * bam * More * Security crates are now marked as security restricted * Syndicate raid suit is contra * damn I forgot gatfruit * Add conducting gloves to the maintenance loot table (#30904) * add * lower weight * Fix DoDrop to DropNextTo in container cases (#30911) * Fix DoDrop to DropNextTo in container cases DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method * codestyle change * Fix Reagent Fire Stacks (#30766) * Fix Reagent Fire Stacks * Comments on code * little nicer wording? * Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954) Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719. * Automatic changelog update * Fix permission check for whitelists in player panel (#30948) * Automatic changelog update * Grey mantle in winterdrobe (#29774) * add the mantle * fix a few things * fix merge conflict stuff, remove from winterdrobe and lathe. * Add mantle to loadouts (20 hour requirement) * Automatic changelog update * Sliceable doAfter (#30824) * init * wtf git * Automatic changelog update * Add capfruit, a gatfruit mutation. (#30850) * add base * add fake suffix and flavor fix * address some reviews * parent it * fix test fail * add FoodSequence support and address small review * Automatic changelog update * Fixes the grey mantle (#30971) add the thing i missed * Add keybinds for rotating and flipping objects (#30540) * add keybinds for rotating and flipping objects * no popup for verbs * Automatic changelog update * tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618) * Make the Borgs Names Appear When they Make an Announcement (#30107) * Make the Borgs Names Appear When they Make an Announcement * bwomp * re-order * Use Name instead of metadata * goiup * Automatic changelog update * disable contraband examine * rename our SliceFoodEvent * Throngler Plushie Sprite (#30969) Throngonkler Plush sprite * Fix bug with rotating shelves (#30978) * Main * Update shelfs.yml * Little bug fix * No weather on concrete tiles (#30952) * concrete weather * miss * development build ghostrole lottery changes (#30980) debug ghostrole lottery changes * Automatic changelog update * Add a saline syringe to the combat medical kit (#29954) saline * Automatic changelog update * fix the admin verbs trying to kill players by filling their lungs with plasma (#30991) fix the admin tools trying to kill players by filling their lungs with plasma * Custom Taco & Kebabs - FoodSequence 2 (#30905) * control layer ordering * sprite update * taco! * taco naming gen * fix separator naming * some proto fixes * default naming separation * fix taco naming * rat update * hamsterburger * organs taco * remove from spawners * fixes * fix separators and lemons * Update food-sequence.ftl * randomization offset * fix * kebabs refactor * fix * skewer weapon * Update food_single.yml * Update migration.yml * suppermatter * hamlet centered * hamsburger * Update dead-0.png * 20 -> 4 burger layers max * Update burger.yml * canReact: false * capfruit update * Update burger.yml * Update burger.yml * Update produce.yml * some fixes * Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * chicken * Update food-sequence.ftl * documentation * fixes * Update meat.yml * Update meat.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Fix popups not working properly with an eye offset (#30990) * Adds a random smokable spawner (#30870) * Textures to make lamps mappable to East/West. * Adds a random smokable spawner * remove double derma * Increase chance for just basic cig * Update to enitity tables * Tweak values * Remove space --------- Co-authored-by: Jeff <velcroboy333@hotmail.com> * Fix lizards being unable to eat custom burgers (#31005) * Fix lizards being unable to eat custom burgers * ensure tag comp * Automatic changelog update * Sedin (#27110) * Sedin * almost forgot this. * what * Did a few fixes, tried to readd popup * Fix popup, ready for merge * minor change * Generalize seed removal/destruction system, add popups in general. * fix * fix (again) * deadcode is no more * Sedin buff (nerfing the recipe soon) * godont * webedit moment ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit * CRIKEY * Revert "CRIKEY" This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee. I was not supposed to commit that >:/ * Alright, it should be good now but I havent tested it * ready for merge/review * prob -> probability * Requested changes nodoc * Review nodoc * documento * thumb up emoji * Automatic changelog update * Adds a Dinky Star Sticker for security officers (#29767) * Sec-Star-TASTIC * fix license * now counts as trash * Sticks to people + wearable * no more sticky * no more sticky * mystery-space * Update Loadout Yaml * Automatic changelog update * tweak(hospital): Reduce diamond stack from 30 to 1 (#31027) * tweak(experiment): Reduce diamond stack from 30 to 1 (#31025) * replace mapped diamond stacks with single * Figurine voicelines (#30865) * initial commit * tweaks to the new voice lines capitalizations of I's and the Y on hos 3 voice lines also changed the captain figuring voice line 2 to something completely different * capitalized one letter man i really suck at capitalization * more capitalization i never thought this pr would need so many changes * changed one comma to a dot * Update Resources/Locale/en-US/datasets/figurines.ftl Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Adding shock collar and electropack (#30529) * Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Greatly improve the usability of the Gas Analyzer. (#30763) * greatly improve how the gas analyzer behaves * don't close the analyzer when the object goes out of range * cleanup * always switch to the device tab when a new device is analyzed * modern api part one * modern api part 2 * modern api part three * file scope namespace * Automatic changelog update * Fix false and true in player-panel.ftl (#31043) Fix false and true in player-panel Add a new True string * Contra Review Passs - Round 2 (#30942) * Contra pass round two * command too * Stamps * oopsied a bracket * Namespace cleanup around Mind Roles (#30965) * namespaces * Comment does not need a semicolon --------- Co-authored-by: Vasilis <vascreeper@yahoo.com> * Contraband Review Pass - The Threequel (#30970) Contraband pass number three * Golden toilet (#31049) * golden toilet * Destructible * sprite * fix * copyright * Automatic changelog update * Salvage Spawners (#31020) * treasure entities and spawners * no more smiles * remove nyano shock collar code * Event scheduler setting tweaks (#31018) tweaks * Automatic changelog update * remove meteor swarms rule for a moment * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * Missing meteor presets (#29044) * add meteors into missing game presets * changes for real * implement code * this too * Meteors now leave behind a bit of ore (#30419) * Meteors that leave behind asteroid ore * bigger offset * Bit more generic * Better defaults * hrm? * I HATE CUSTOM SERIALIZERS * More comments * renamed a variable --------- Co-authored-by: plykiya <plykiya@protonmail.com> * refactor event schedulers to use explicit game rules (#29320) * works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping * Event scheduler setting tweaks (#31018) tweaks * Automatic changelog update * remove(NukeopsRuleComponent): Remove a trap from the component file (#31029) ah * Fix bug with holding objects (#31009) Main * Automatic changelog update * Replace obsolete map functions in IconSmoothSystem (#30958) * first part * second part * Automatic changelog update * Fix reagents with ReagentData being duplicated (#30983) Initial commit * :trollface: * :trollface: * actually untroll * a * 50 burger * add back old meteor code * fix * use some live config options in dev * remove old shock collar icon * make ammo more consistent and work more * clean up lathes diff to upstream * a * move rubber bullets to deltav folder * a * untroll * more untrolls * more untrolls * untroll * :trollface: * a * b * remove it for real * add missing lathe recipes * replace cvars with component field * remove taco from roboisseur * migrate cardboard box with smg mags * remove kebabs * a --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com> Co-authored-by: Zachary Yona <magicalusf@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: plykiya <plykiya@protonmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Token <esil.bektay@yandex.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: LeoSantich <108027402+LeoSantich@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: PoorMansDreams <150595537+PoorMansDreams@users.noreply.github.com> Co-authored-by: IgorAnt028 <118114530+IgorAnt028@users.noreply.github.com> Co-authored-by: NotSoDamn <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> Co-authored-by: FATFSAAM2 <saamboroujerdi@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Mervill <mervills.email@gmail.com> Co-authored-by: Vasilis <vascreeper@yahoo.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
311 lines
13 KiB
C#
311 lines
13 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Popups;
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using Content.Shared.Strip;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Clothing.EntitySystems;
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public sealed class ToggleableClothingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedStrippableSystem _strippable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableClothingComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ToggleableClothingComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ToggleableClothingComponent, ToggleClothingEvent>(OnToggleClothing);
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SubscribeLocalEvent<ToggleableClothingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<ToggleableClothingComponent, ComponentRemove>(OnRemoveToggleable);
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SubscribeLocalEvent<ToggleableClothingComponent, GotUnequippedEvent>(OnToggleableUnequip);
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SubscribeLocalEvent<AttachedClothingComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<AttachedClothingComponent, GotUnequippedEvent>(OnAttachedUnequip);
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SubscribeLocalEvent<AttachedClothingComponent, ComponentRemove>(OnRemoveAttached);
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SubscribeLocalEvent<AttachedClothingComponent, BeingUnequippedAttemptEvent>(OnAttachedUnequipAttempt);
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SubscribeLocalEvent<ToggleableClothingComponent, InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>>(GetRelayedVerbs);
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SubscribeLocalEvent<ToggleableClothingComponent, GetVerbsEvent<EquipmentVerb>>(OnGetVerbs);
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SubscribeLocalEvent<AttachedClothingComponent, GetVerbsEvent<EquipmentVerb>>(OnGetAttachedStripVerbsEvent);
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SubscribeLocalEvent<ToggleableClothingComponent, ToggleClothingDoAfterEvent>(OnDoAfterComplete);
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}
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private void GetRelayedVerbs(EntityUid uid, ToggleableClothingComponent component, InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>> args)
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{
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OnGetVerbs(uid, component, args.Args);
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}
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private void OnGetVerbs(EntityUid uid, ToggleableClothingComponent component, GetVerbsEvent<EquipmentVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || component.ClothingUid == null || component.Container == null)
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return;
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var text = component.VerbText ?? (component.ActionEntity == null ? null : Name(component.ActionEntity.Value));
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if (text == null)
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return;
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if (!_inventorySystem.InSlotWithFlags(uid, component.RequiredFlags))
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return;
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var wearer = Transform(uid).ParentUid;
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if (args.User != wearer && component.StripDelay == null)
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return;
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var verb = new EquipmentVerb()
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{
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/outfit.svg.192dpi.png")),
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Text = Loc.GetString(text),
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};
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if (args.User == wearer)
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{
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verb.EventTarget = uid;
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verb.ExecutionEventArgs = new ToggleClothingEvent() { Performer = args.User };
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}
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else
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{
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verb.Act = () => StartDoAfter(args.User, uid, Transform(uid).ParentUid, component);
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}
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args.Verbs.Add(verb);
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}
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private void StartDoAfter(EntityUid user, EntityUid item, EntityUid wearer, ToggleableClothingComponent component)
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{
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if (component.StripDelay == null)
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return;
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var (time, stealth) = _strippable.GetStripTimeModifiers(user, wearer, item, component.StripDelay.Value);
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var args = new DoAfterArgs(EntityManager, user, time, new ToggleClothingDoAfterEvent(), item, wearer, item)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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// This should just re-use the BUI range checks & cancel the do after if the BUI closes. But that is all
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// server-side at the moment.
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// TODO BUI REFACTOR.
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DistanceThreshold = 2,
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};
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if (!_doAfter.TryStartDoAfter(args))
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return;
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if (!stealth)
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{
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var popup = Loc.GetString("strippable-component-alert-owner-interact", ("user", Identity.Entity(user, EntityManager)), ("item", item));
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_popupSystem.PopupEntity(popup, wearer, wearer, PopupType.Large);
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}
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}
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private void OnGetAttachedStripVerbsEvent(EntityUid uid, AttachedClothingComponent component, GetVerbsEvent<EquipmentVerb> args)
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{
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// redirect to the attached entity.
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OnGetVerbs(component.AttachedUid, Comp<ToggleableClothingComponent>(component.AttachedUid), args);
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}
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private void OnDoAfterComplete(EntityUid uid, ToggleableClothingComponent component, ToggleClothingDoAfterEvent args)
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{
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if (args.Cancelled)
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return;
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ToggleClothing(args.User, uid, component);
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}
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private void OnInteractHand(EntityUid uid, AttachedClothingComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleCom)
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|| toggleCom.Container == null)
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return;
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if (!_inventorySystem.TryUnequip(Transform(uid).ParentUid, toggleCom.Slot, force: true))
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return;
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_containerSystem.Insert(uid, toggleCom.Container);
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args.Handled = true;
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}
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/// <summary>
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/// Called when the suit is unequipped, to ensure that the helmet also gets unequipped.
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/// </summary>
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private void OnToggleableUnequip(EntityUid uid, ToggleableClothingComponent component, GotUnequippedEvent args)
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{
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// If it's a part of PVS departure then don't handle it.
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if (_timing.ApplyingState)
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return;
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// If the attached clothing is not currently in the container, this just assumes that it is currently equipped.
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// This should maybe double check that the entity currently in the slot is actually the attached clothing, but
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// if its not, then something else has gone wrong already...
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if (component.Container != null && component.Container.ContainedEntity == null && component.ClothingUid != null)
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_inventorySystem.TryUnequip(args.Equipee, component.Slot, force: true);
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}
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private void OnRemoveToggleable(EntityUid uid, ToggleableClothingComponent component, ComponentRemove args)
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{
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// If the parent/owner component of the attached clothing is being removed (entity getting deleted?) we will
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// delete the attached entity. We do this regardless of whether or not the attached entity is currently
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// "outside" of the container or not. This means that if a hardsuit takes too much damage, the helmet will also
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// automatically be deleted.
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_actionsSystem.RemoveAction(component.ActionEntity);
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if (component.ClothingUid != null && !_netMan.IsClient)
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QueueDel(component.ClothingUid.Value);
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}
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private void OnAttachedUnequipAttempt(EntityUid uid, AttachedClothingComponent component, BeingUnequippedAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnRemoveAttached(EntityUid uid, AttachedClothingComponent component, ComponentRemove args)
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{
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// if the attached component is being removed (maybe entity is being deleted?) we will just remove the
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// toggleable clothing component. This means if you had a hard-suit helmet that took too much damage, you would
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// still be left with a suit that was simply missing a helmet. There is currently no way to fix a partially
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// broken suit like this.
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if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp))
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return;
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if (toggleComp.LifeStage > ComponentLifeStage.Running)
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return;
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_actionsSystem.RemoveAction(toggleComp.ActionEntity);
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RemComp(component.AttachedUid, toggleComp);
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}
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/// <summary>
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/// Called if the helmet was unequipped, to ensure that it gets moved into the suit's container.
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/// </summary>
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private void OnAttachedUnequip(EntityUid uid, AttachedClothingComponent component, GotUnequippedEvent args)
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{
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// Let containers worry about it.
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|
if (_timing.ApplyingState)
|
|
return;
|
|
|
|
if (component.LifeStage > ComponentLifeStage.Running)
|
|
return;
|
|
|
|
if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp))
|
|
return;
|
|
|
|
if (toggleComp.LifeStage > ComponentLifeStage.Running)
|
|
return;
|
|
|
|
// As unequipped gets called in the middle of container removal, we cannot call a container-insert without causing issues.
|
|
// So we delay it and process it during a system update:
|
|
if (toggleComp.ClothingUid != null && toggleComp.Container != null)
|
|
_containerSystem.Insert(toggleComp.ClothingUid.Value, toggleComp.Container);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Equip or unequip the toggleable clothing.
|
|
/// </summary>
|
|
private void OnToggleClothing(EntityUid uid, ToggleableClothingComponent component, ToggleClothingEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
ToggleClothing(args.Performer, uid, component);
|
|
}
|
|
|
|
private void ToggleClothing(EntityUid user, EntityUid target, ToggleableClothingComponent component)
|
|
{
|
|
if (component.Container == null || component.ClothingUid == null)
|
|
return;
|
|
|
|
var parent = Transform(target).ParentUid;
|
|
if (component.Container.ContainedEntity == null)
|
|
_inventorySystem.TryUnequip(user, parent, component.Slot, force: true);
|
|
else if (_inventorySystem.TryGetSlotEntity(parent, component.Slot, out var existing))
|
|
{
|
|
_popupSystem.PopupClient(Loc.GetString("toggleable-clothing-remove-first", ("entity", existing)),
|
|
user, user);
|
|
}
|
|
else
|
|
_inventorySystem.TryEquip(user, parent, component.ClothingUid.Value, component.Slot);
|
|
}
|
|
|
|
private void OnGetActions(EntityUid uid, ToggleableClothingComponent component, GetItemActionsEvent args)
|
|
{
|
|
if (component.ClothingUid != null
|
|
&& component.ActionEntity != null
|
|
&& (args.SlotFlags & component.RequiredFlags) == component.RequiredFlags)
|
|
{
|
|
args.AddAction(component.ActionEntity.Value);
|
|
}
|
|
}
|
|
|
|
private void OnInit(EntityUid uid, ToggleableClothingComponent component, ComponentInit args)
|
|
{
|
|
component.Container = _containerSystem.EnsureContainer<ContainerSlot>(uid, component.ContainerId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// On map init, either spawn the appropriate entity into the suit slot, or if it already exists, perform some
|
|
/// sanity checks. Also updates the action icon to show the toggled-entity.
|
|
/// </summary>
|
|
private void OnMapInit(EntityUid uid, ToggleableClothingComponent component, MapInitEvent args)
|
|
{
|
|
if (component.Container!.ContainedEntity is {} ent)
|
|
{
|
|
DebugTools.Assert(component.ClothingUid == ent, "Unexpected entity present inside of a toggleable clothing container.");
|
|
return;
|
|
}
|
|
|
|
if (component.ClothingUid != null && component.ActionEntity != null)
|
|
{
|
|
DebugTools.Assert(Exists(component.ClothingUid), "Toggleable clothing is missing expected entity.");
|
|
DebugTools.Assert(TryComp(component.ClothingUid, out AttachedClothingComponent? comp), "Toggleable clothing is missing an attached component");
|
|
DebugTools.Assert(comp?.AttachedUid == uid, "Toggleable clothing uid mismatch");
|
|
}
|
|
else
|
|
{
|
|
var xform = Transform(uid);
|
|
component.ClothingUid = Spawn(component.ClothingPrototype, xform.Coordinates);
|
|
var attachedClothing = EnsureComp<AttachedClothingComponent>(component.ClothingUid.Value);
|
|
attachedClothing.AttachedUid = uid;
|
|
Dirty(component.ClothingUid.Value, attachedClothing);
|
|
_containerSystem.Insert(component.ClothingUid.Value, component.Container, containerXform: xform);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
if (_actionContainer.EnsureAction(uid, ref component.ActionEntity, out var action, component.Action))
|
|
_actionsSystem.SetEntityIcon(component.ActionEntity.Value, component.ClothingUid, action);
|
|
}
|
|
}
|
|
|
|
public sealed partial class ToggleClothingEvent : InstantActionEvent
|
|
{
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class ToggleClothingDoAfterEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|