Chaplain stuff (#98)
* - add: Null rod. * - add: Only chaplain can use holy weapons. * - add: Chaplain is cult immune. * - fix: Fix component granting. * - add: Only chaplain can use null rod. * - add: Armaments beacon. * - add: Chaplain playtime requirement.
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39
Content.Server/_White/Chaplain/ArmamentsBeaconSystem.cs
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39
Content.Server/_White/Chaplain/ArmamentsBeaconSystem.cs
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using Content.Server.Hands.Systems;
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using Content.Server.Popups;
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using Content.Shared._White.Chaplain;
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using Content.Shared.Ghost;
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using Content.Shared.Inventory;
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namespace Content.Server._White.Chaplain;
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public sealed class ArmamentsBeaconSystem : EntitySystem
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ArmamentsBeaconComponent, ArmorSelectedEvent>(OnArmorSelected);
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}
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private void OnArmorSelected(Entity<ArmamentsBeaconComponent> ent, ref ArmorSelectedEvent args)
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{
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var entity = args.Session.AttachedEntity;
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var index = args.SelectedIndex;
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if (index < 0 || index >= ent.Comp.Armor.Count || entity == null)
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return;
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_inventorySystem.TryUnequip(entity.Value, "outerClothing", true);
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_inventorySystem.SpawnItemInSlot(entity.Value, "outerClothing", ent.Comp.Armor[index], silent: true);
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if (index < ent.Comp.Helmets.Count && ent.Comp.Helmets[index] != null)
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{
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_inventorySystem.TryUnequip(entity.Value, "head", true);
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_inventorySystem.SpawnItemInSlot(entity.Value, "head", ent.Comp.Helmets[index]!.Value, silent: true);
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}
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Del(ent);
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}
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}
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