Files
OldThink/Content.Server/Pointing/EntitySystems/PointingSystem.cs

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using System;
using System.Collections.Generic;
using System.Linq;
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using Content.Server.Ghost.Components;
using Content.Server.Players;
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using Content.Server.Pointing.Components;
using Content.Server.Visible;
using Content.Shared.ActionBlocker;
using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Popups;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Timing;
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namespace Content.Server.Pointing.EntitySystems
{
[UsedImplicitly]
internal sealed class PointingSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
private static readonly TimeSpan PointDelay = TimeSpan.FromSeconds(0.5f);
/// <summary>
/// A dictionary of players to the last time that they
/// pointed at something.
/// </summary>
private readonly Dictionary<ICommonSession, TimeSpan> _pointers = new();
private const float PointingRange = 15f;
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus != SessionStatus.Disconnected)
{
return;
}
_pointers.Remove(e.Session);
}
// TODO: FOV
private void SendMessage(IEntity source, IEnumerable<ICommonSession> viewers, IEntity? pointed, string selfMessage,
string viewerMessage, string? viewerPointedAtMessage = null)
{
foreach (var viewer in viewers)
{
var viewerEntity = viewer.AttachedEntity;
if (viewerEntity == null)
{
continue;
}
var message = viewerEntity == source
? selfMessage
: viewerEntity == pointed && viewerPointedAtMessage != null
? viewerPointedAtMessage
: viewerMessage;
source.PopupMessage(viewerEntity, message);
}
}
public bool InRange(IEntity pointer, EntityCoordinates coordinates)
{
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if (IoCManager.Resolve<IEntityManager>().HasComponent<GhostComponent>(pointer))
{
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return IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(pointer).Coordinates.InRange(EntityManager, coordinates, 15);
}
else
{
return pointer.InRangeUnOccluded(coordinates, 15, e => e == pointer);
}
}
public bool TryPoint(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
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var mapCoords = coords.ToMap(EntityManager);
var player = (session as IPlayerSession)?.ContentData()?.Mind?.CurrentEntity;
if (player == null)
{
return false;
}
if (_pointers.TryGetValue(session!, out var lastTime) &&
_gameTiming.CurTime < lastTime + PointDelay)
{
return false;
}
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if (EntityManager.TryGetEntity(uid, out var entity) && IoCManager.Resolve<IEntityManager>().HasComponent<PointingArrowComponent>(entity))
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{
// this is a pointing arrow. no pointing here...
return false;
}
if (!InRange(player, coords))
{
player.PopupMessage(Loc.GetString("pointing-system-try-point-cannot-reach"));
return false;
}
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_rotateToFaceSystem.TryFaceCoordinates(player, mapCoords.Position);
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var arrow = EntityManager.SpawnEntity("pointingarrow", mapCoords);
var layer = (int) VisibilityFlags.Normal;
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out VisibilityComponent? playerVisibility))
{
var arrowVisibility = arrow.EnsureComponent<VisibilityComponent>();
layer = arrowVisibility.Layer = playerVisibility.Layer;
}
// Get players that are in range and whose visibility layer matches the arrow's.
bool ViewerPredicate(IPlayerSession playerSession)
{
var ent = playerSession.ContentData()?.Mind?.CurrentEntity;
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if (ent is null || (!IoCManager.Resolve<IEntityManager>().TryGetComponent<EyeComponent?>(ent, out var eyeComp) || (eyeComp.VisibilityMask & layer) == 0)) return false;
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return IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(ent).MapPosition.InRange(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(player).MapPosition, PointingRange);
}
var viewers = Filter.Empty()
.AddWhere(session1 => ViewerPredicate((IPlayerSession) session1))
.Recipients;
string selfMessage;
string viewerMessage;
string? viewerPointedAtMessage = null;
if (EntityManager.TryGetEntity(uid, out var pointed))
{
selfMessage = player == pointed
? Loc.GetString("pointing-system-point-at-self")
: Loc.GetString("pointing-system-point-at-other", ("other", pointed));
viewerMessage = player == pointed
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? Loc.GetString("pointing-system-point-at-self-others", ("otherName", Name: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(player).EntityName), ("other", player))
: Loc.GetString("pointing-system-point-at-other-others", ("otherName", Name: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(player).EntityName), ("other", pointed));
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viewerPointedAtMessage = Loc.GetString("pointing-system-point-at-you-other", ("otherName", Name: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(player).EntityName));
}
else
{
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TileRef? tileRef = null;
if (_mapManager.TryFindGridAt(mapCoords, out var grid))
{
tileRef = grid.GetTileRef(grid.WorldToTile(mapCoords.Position));
}
var tileDef = _tileDefinitionManager[tileRef?.Tile.TypeId ?? 0];
selfMessage = Loc.GetString("pointing-system-point-at-tile", ("tileName", tileDef.DisplayName));
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viewerMessage = Loc.GetString("pointing-system-other-point-at-tile", ("otherName", Name: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(player).EntityName), ("tileName", tileDef.DisplayName));
}
_pointers[session!] = _gameTiming.CurTime;
SendMessage(player, viewers, pointed, selfMessage, viewerMessage, viewerPointedAtMessage);
return true;
}
public override void Initialize()
{
base.Initialize();
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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SubscribeLocalEvent<GetOtherVerbsEvent>(AddPointingVerb);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
CommandBinds.Builder
.Bind(ContentKeyFunctions.Point, new PointerInputCmdHandler(TryPoint))
.Register<PointingSystem>();
}
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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private void AddPointingVerb(GetOtherVerbsEvent args)
{
if (args.Hands == null)
return;
//Check if the object is already being pointed at
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if (IoCManager.Resolve<IEntityManager>().HasComponent<PointingArrowComponent>(args.Target))
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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return;
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<ActorComponent?>(args.User, out var actor) ||
!InRange(args.User, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.Target).Coordinates))
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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return;
Verb verb = new();
verb.Text = Loc.GetString("pointing-verb-get-data-text");
verb.IconTexture = "/Textures/Interface/VerbIcons/point.svg.192dpi.png";
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verb.Act = () => TryPoint(actor.PlayerSession, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.Target).Coordinates, args.Target); ;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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args.Verbs.Add(verb);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_pointers.Clear();
}
public override void Update(float frameTime)
{
foreach (var component in EntityManager.EntityQuery<PointingArrowComponent>())
{
component.Update(frameTime);
}
}
}
}