Files
Delta-v/Content.Shared/Clothing/EntitySystems/ToggleableClothingSystem.cs
T
+27 f941121384 upstream merge (#1636)
* 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>
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2024-08-18 17:21:07 +00:00

311 lines
13 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Clothing.Components;
using Content.Shared.DoAfter;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Popups;
using Content.Shared.Strip;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Clothing.EntitySystems;
public sealed class ToggleableClothingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedStrippableSystem _strippable = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ToggleableClothingComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ToggleableClothingComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ToggleableClothingComponent, ToggleClothingEvent>(OnToggleClothing);
SubscribeLocalEvent<ToggleableClothingComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<ToggleableClothingComponent, ComponentRemove>(OnRemoveToggleable);
SubscribeLocalEvent<ToggleableClothingComponent, GotUnequippedEvent>(OnToggleableUnequip);
SubscribeLocalEvent<AttachedClothingComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<AttachedClothingComponent, GotUnequippedEvent>(OnAttachedUnequip);
SubscribeLocalEvent<AttachedClothingComponent, ComponentRemove>(OnRemoveAttached);
SubscribeLocalEvent<AttachedClothingComponent, BeingUnequippedAttemptEvent>(OnAttachedUnequipAttempt);
SubscribeLocalEvent<ToggleableClothingComponent, InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>>(GetRelayedVerbs);
SubscribeLocalEvent<ToggleableClothingComponent, GetVerbsEvent<EquipmentVerb>>(OnGetVerbs);
SubscribeLocalEvent<AttachedClothingComponent, GetVerbsEvent<EquipmentVerb>>(OnGetAttachedStripVerbsEvent);
SubscribeLocalEvent<ToggleableClothingComponent, ToggleClothingDoAfterEvent>(OnDoAfterComplete);
}
private void GetRelayedVerbs(EntityUid uid, ToggleableClothingComponent component, InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>> args)
{
OnGetVerbs(uid, component, args.Args);
}
private void OnGetVerbs(EntityUid uid, ToggleableClothingComponent component, GetVerbsEvent<EquipmentVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.ClothingUid == null || component.Container == null)
return;
var text = component.VerbText ?? (component.ActionEntity == null ? null : Name(component.ActionEntity.Value));
if (text == null)
return;
if (!_inventorySystem.InSlotWithFlags(uid, component.RequiredFlags))
return;
var wearer = Transform(uid).ParentUid;
if (args.User != wearer && component.StripDelay == null)
return;
var verb = new EquipmentVerb()
{
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/outfit.svg.192dpi.png")),
Text = Loc.GetString(text),
};
if (args.User == wearer)
{
verb.EventTarget = uid;
verb.ExecutionEventArgs = new ToggleClothingEvent() { Performer = args.User };
}
else
{
verb.Act = () => StartDoAfter(args.User, uid, Transform(uid).ParentUid, component);
}
args.Verbs.Add(verb);
}
private void StartDoAfter(EntityUid user, EntityUid item, EntityUid wearer, ToggleableClothingComponent component)
{
if (component.StripDelay == null)
return;
var (time, stealth) = _strippable.GetStripTimeModifiers(user, wearer, item, component.StripDelay.Value);
var args = new DoAfterArgs(EntityManager, user, time, new ToggleClothingDoAfterEvent(), item, wearer, item)
{
BreakOnDamage = true,
BreakOnMove = true,
// This should just re-use the BUI range checks & cancel the do after if the BUI closes. But that is all
// server-side at the moment.
// TODO BUI REFACTOR.
DistanceThreshold = 2,
};
if (!_doAfter.TryStartDoAfter(args))
return;
if (!stealth)
{
var popup = Loc.GetString("strippable-component-alert-owner-interact", ("user", Identity.Entity(user, EntityManager)), ("item", item));
_popupSystem.PopupEntity(popup, wearer, wearer, PopupType.Large);
}
}
private void OnGetAttachedStripVerbsEvent(EntityUid uid, AttachedClothingComponent component, GetVerbsEvent<EquipmentVerb> args)
{
// redirect to the attached entity.
OnGetVerbs(component.AttachedUid, Comp<ToggleableClothingComponent>(component.AttachedUid), args);
}
private void OnDoAfterComplete(EntityUid uid, ToggleableClothingComponent component, ToggleClothingDoAfterEvent args)
{
if (args.Cancelled)
return;
ToggleClothing(args.User, uid, component);
}
private void OnInteractHand(EntityUid uid, AttachedClothingComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleCom)
|| toggleCom.Container == null)
return;
if (!_inventorySystem.TryUnequip(Transform(uid).ParentUid, toggleCom.Slot, force: true))
return;
_containerSystem.Insert(uid, toggleCom.Container);
args.Handled = true;
}
/// <summary>
/// Called when the suit is unequipped, to ensure that the helmet also gets unequipped.
/// </summary>
private void OnToggleableUnequip(EntityUid uid, ToggleableClothingComponent component, GotUnequippedEvent args)
{
// If it's a part of PVS departure then don't handle it.
if (_timing.ApplyingState)
return;
// If the attached clothing is not currently in the container, this just assumes that it is currently equipped.
// This should maybe double check that the entity currently in the slot is actually the attached clothing, but
// if its not, then something else has gone wrong already...
if (component.Container != null && component.Container.ContainedEntity == null && component.ClothingUid != null)
_inventorySystem.TryUnequip(args.Equipee, component.Slot, force: true);
}
private void OnRemoveToggleable(EntityUid uid, ToggleableClothingComponent component, ComponentRemove args)
{
// If the parent/owner component of the attached clothing is being removed (entity getting deleted?) we will
// delete the attached entity. We do this regardless of whether or not the attached entity is currently
// "outside" of the container or not. This means that if a hardsuit takes too much damage, the helmet will also
// automatically be deleted.
_actionsSystem.RemoveAction(component.ActionEntity);
if (component.ClothingUid != null && !_netMan.IsClient)
QueueDel(component.ClothingUid.Value);
}
private void OnAttachedUnequipAttempt(EntityUid uid, AttachedClothingComponent component, BeingUnequippedAttemptEvent args)
{
args.Cancel();
}
private void OnRemoveAttached(EntityUid uid, AttachedClothingComponent component, ComponentRemove args)
{
// if the attached component is being removed (maybe entity is being deleted?) we will just remove the
// toggleable clothing component. This means if you had a hard-suit helmet that took too much damage, you would
// still be left with a suit that was simply missing a helmet. There is currently no way to fix a partially
// broken suit like this.
if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp))
return;
if (toggleComp.LifeStage > ComponentLifeStage.Running)
return;
_actionsSystem.RemoveAction(toggleComp.ActionEntity);
RemComp(component.AttachedUid, toggleComp);
}
/// <summary>
/// Called if the helmet was unequipped, to ensure that it gets moved into the suit's container.
/// </summary>
private void OnAttachedUnequip(EntityUid uid, AttachedClothingComponent component, GotUnequippedEvent args)
{
// Let containers worry about it.
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
{
}