Toggleable Hardsuit Helmets (#7559)
This commit is contained in:
@@ -89,6 +89,17 @@ public abstract class ActionType : IEquatable<ActionType>, IComparable, ICloneab
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/// </summary>
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public EntityUid? Provider;
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/// <summary>
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/// Entity to use for the action icon. Defaults to using <see cref="Provider"/>.
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/// </summary>
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public EntityUid? EntityIcon
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{
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get => _entityIcon ?? Provider;
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set => _entityIcon = value;
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}
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private EntityUid? _entityIcon;
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/// <summary>
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/// Whether the action system should block this action if the user cannot currently interact. Some spells or
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/// abilities may want to disable this and implement their own checks.
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@@ -255,6 +266,7 @@ public abstract class ActionType : IEquatable<ActionType>, IComparable, ICloneab
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Popup = toClone.Popup;
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PopupToggleSuffix = toClone.PopupToggleSuffix;
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ItemIconStyle = toClone.ItemIconStyle;
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_entityIcon = toClone._entityIcon;
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}
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public bool Equals(ActionType? other)
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@@ -43,7 +43,7 @@ public abstract class SharedActionsSystem : EntitySystem
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}
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#region ComponentStateManagement
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protected virtual void Dirty(ActionType action)
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public virtual void Dirty(ActionType action)
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{
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if (action.AttachedEntity == null)
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return;
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@@ -0,0 +1,20 @@
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using Content.Shared.Clothing.EntitySystems;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// This component indicates that this clothing is attached to some other entity with a <see
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/// cref="ToggleableClothingComponent"/>. When unequipped, this entity should be returned to the entity that it is
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/// attached to, rather than being dumped on the floor or something like that. Intended for use with hardsuits and
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/// hardsuit helmets.
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/// </summary>
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[Friend(typeof(ToggleableClothingSystem))]
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[RegisterComponent]
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public sealed class AttachedClothingComponent : Component
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{
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/// <summary>
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/// The Id of the piece of clothing that this entity belongs to.
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/// </summary>
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[DataField("AttachedUid")]
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public EntityUid AttachedUid = default!;
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}
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@@ -0,0 +1,59 @@
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Inventory;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// This component gives an item an action that will equip or un-equip some clothing. Intended for use with
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/// hardsuits and hardsuit helmets.
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/// </summary>
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[Friend(typeof(ToggleableClothingSystem))]
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[RegisterComponent]
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public sealed class ToggleableClothingComponent : Component
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{
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public const string DefaultClothingContainerId = "toggleable-clothing";
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/// <summary>
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/// Action used to toggle the clothing on or off.
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/// </summary>
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[DataField("actionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string ActionId = "ToggleSuitHelmet";
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public InstantAction? ToggleAction = null;
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/// <summary>
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/// Default clothing entity prototype to spawn into the clothing container.
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/// </summary>
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[DataField("clothingPrototype", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public readonly string ClothingPrototype = default!;
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/// <summary>
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/// The inventory slot that the clothing is equipped to.
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/// </summary>
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[DataField("slot")]
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public string Slot = "head";
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/// <summary>
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/// The inventory slot flags required for this component to function.
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/// </summary>
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[DataField("requiredSlot")]
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public SlotFlags RequiredFlags = SlotFlags.OUTERCLOTHING;
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/// <summary>
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/// The container that the clothing is stored in when not equipped.
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/// </summary>
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[DataField("containerId")]
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public string ContainerId = DefaultClothingContainerId;
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public ContainerSlot? Container;
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/// <summary>
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/// The Id of the piece of clothing that belongs to this component. Required for map-saving if the clothing is
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/// currently not inside of the container.
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/// </summary>
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[DataField("clothingUid")]
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public EntityUid? ClothingUid;
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}
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@@ -0,0 +1,208 @@
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Clothing.Components;
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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 Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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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 SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = 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 IPrototypeManager _proto = default!;
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private Queue<EntityUid> _toInsert = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableClothingComponent, ComponentAdd>(OnAdd);
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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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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// process delayed insertions. Avoids doing a container insert during a container removal.
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while (_toInsert.TryDequeue(out var uid))
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{
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if (TryComp(uid, out ToggleableClothingComponent? component) && component.ClothingUid != null)
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component.Container?.Insert(component.ClothingUid.Value);
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}
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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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toggleCom.Container.Insert(uid, EntityManager);
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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 (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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// remove action.
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if (component.ToggleAction?.AttachedEntity != null)
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_actionsSystem.RemoveAction(component.ToggleAction.AttachedEntity.Value, component.ToggleAction);
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if (component.ClothingUid != null)
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QueueDel(component.ClothingUid.Value);
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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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// remove action.
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if (toggleComp.ToggleAction?.AttachedEntity != null)
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_actionsSystem.RemoveAction(toggleComp.ToggleAction.AttachedEntity.Value, toggleComp.ToggleAction);
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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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if (component.LifeStage > ComponentLifeStage.Running)
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return;
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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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// As unequipped gets called in the middle of container removal, we cannot call a container-insert without causing issues.
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// So we delay it and process it during a system update:
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_toInsert.Enqueue(component.AttachedUid);
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}
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/// <summary>
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/// Equip or unequip the toggleable clothing.
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/// </summary>
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private void OnToggleClothing(EntityUid uid, ToggleableClothingComponent component, ToggleClothingEvent args)
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{
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if (args.Handled || component.Container == null || component.ClothingUid == null)
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return;
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var parent = Transform(uid).ParentUid;
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if (component.Container.ContainedEntity == null)
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_inventorySystem.TryUnequip(parent, component.Slot);
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else if (_inventorySystem.TryGetSlotEntity(parent, component.Slot, out var existing))
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{
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_popupSystem.PopupEntity(Loc.GetString("toggleable-clothing-remove-first", ("entity", existing)),
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args.Performer, Filter.Entities(args.Performer));
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}
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else
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_inventorySystem.TryEquip(parent, component.ClothingUid.Value, component.Slot);
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args.Handled = true;
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}
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private void OnGetActions(EntityUid uid, ToggleableClothingComponent component, GetItemActionsEvent args)
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{
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if (component.ClothingUid == null || (args.SlotFlags & component.RequiredFlags) != component.RequiredFlags)
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return;
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if (component.ToggleAction != null)
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args.Actions.Add(component.ToggleAction);
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}
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private void OnAdd(EntityUid uid, ToggleableClothingComponent component, ComponentAdd args)
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{
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component.Container = _containerSystem.EnsureContainer<ContainerSlot>(uid, component.ContainerId);
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}
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/// <summary>
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/// On map init, either spawn the appropriate entity into the suit slot, or if it already exists, perform some
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/// sanity checks. Also updates the action icon to show the toggled-entity.
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/// </summary>
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private void OnMapInit(EntityUid uid, ToggleableClothingComponent component, MapInitEvent args)
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{
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if (component.Container!.ContainedEntity is EntityUid ent)
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{
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DebugTools.Assert(component.ClothingUid == ent, "Unexpected entity present inside of a toggleable clothing container.");
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return;
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}
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if (component.ToggleAction == null
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&& _proto.TryIndex(component.ActionId, out InstantActionPrototype? act))
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{
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component.ToggleAction = new(act);
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}
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if (component.ClothingUid != null && component.ToggleAction != null)
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{
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DebugTools.Assert(Exists(component.ClothingUid), "Toggleable clothing is missing expected entity.");
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DebugTools.Assert(TryComp(component.ClothingUid, out AttachedClothingComponent? comp), "Toggleable clothing is missing an attached component");
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DebugTools.Assert(comp?.AttachedUid == uid, "Toggleable clothing uid mismatch");
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}
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else
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{
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var xform = Transform(uid);
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component.ClothingUid = Spawn(component.ClothingPrototype, xform.Coordinates);
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EnsureComp<AttachedClothingComponent>(component.ClothingUid.Value).AttachedUid = uid;
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component.Container.Insert(component.ClothingUid.Value, EntityManager, ownerTransform: xform);
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}
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if (component.ToggleAction != null)
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{
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component.ToggleAction.EntityIcon = component.ClothingUid;
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_actionsSystem.Dirty(component.ToggleAction);
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}
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}
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}
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public sealed class ToggleClothingEvent : InstantActionEvent { }
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@@ -90,7 +90,7 @@ public abstract partial class SharedHandsSystem : EntitySystem
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if (handContainer == null || handContainer.ContainedEntity != null)
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return false;
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if (!Resolve(entity, ref item, false))
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if (!Resolve(entity, ref item, false) || !item.CanPickup)
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return false;
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if (TryComp(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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@@ -1,4 +1,5 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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@@ -11,6 +12,7 @@ using Content.Shared.Strip.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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@@ -24,6 +26,7 @@ public abstract partial class InventorySystem
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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private void InitializeEquip()
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{
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@@ -48,6 +51,10 @@ public abstract partial class InventorySystem
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if (TryGetSlotEntity(args.User, slotDef.Name, out var slotEntity, inv))
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{
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// Item in slot has to be quick equipable as well
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if (TryComp(slotEntity, out SharedItemComponent? item) && !item.QuickEquip)
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continue;
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if (!TryUnequip(args.User, slotDef.Name, true, inventory: inv))
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continue;
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@@ -175,11 +182,18 @@ public abstract partial class InventorySystem
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if(!silent && item.EquipSound != null && _gameTiming.IsFirstTimePredicted)
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{
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var filter = Filter.Pvs(target);
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Filter filter;
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// don't play double audio for predicted interactions
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if (predicted)
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filter.RemoveWhereAttachedEntity(entity => entity == actor);
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if (_netMan.IsClient)
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filter = Filter.Local();
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else
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{
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filter = Filter.Pvs(target);
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// don't play double audio for predicted interactions
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if (predicted)
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filter.RemoveWhereAttachedEntity(entity => entity == actor);
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}
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SoundSystem.Play(filter, item.EquipSound.GetSound(), target, AudioParams.Default.WithVolume(-2f));
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}
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@@ -193,6 +207,11 @@ public abstract partial class InventorySystem
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public bool CanAccess(EntityUid actor, EntityUid target, EntityUid itemUid)
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{
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// if the item is something like a hardsuit helmet, it may be contained within the hardsuit.
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// in that case, we check accesibility for the owner-entity instead.
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if (TryComp(itemUid, out AttachedClothingComponent? attachedComp))
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itemUid = attachedComp.AttachedUid;
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// Can the actor reach the target?
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if (actor != target && !(_interactionSystem.InRangeUnobstructed(actor, target) && _containerSystem.IsInSameOrParentContainer(actor, target)))
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return false;
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@@ -273,18 +292,18 @@ public abstract partial class InventorySystem
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return true;
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}
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public bool TryUnequip(EntityUid uid, string slot, bool silent = false, bool force = false,
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InventoryComponent? inventory = null) => TryUnequip(uid, uid, slot, silent, force, inventory);
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public bool TryUnequip(EntityUid uid, string slot, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, SharedItemComponent? item = null) => TryUnequip(uid, uid, slot, silent, force, predicted, inventory, item);
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public bool TryUnequip(EntityUid actor, EntityUid target, string slot, bool silent = false,
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bool force = false, InventoryComponent? inventory = null) =>
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TryUnequip(actor, target, slot, out _, silent, force, inventory);
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bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedItemComponent? item = null) =>
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TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, item);
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public bool TryUnequip(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false, bool force = false,
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InventoryComponent? inventory = null) => TryUnequip(uid, uid, slot, out removedItem, silent, force, inventory);
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public bool TryUnequip(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, SharedItemComponent? item = null) => TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, item);
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public bool TryUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false,
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bool force = false, InventoryComponent? inventory = null)
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bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedItemComponent? item = null)
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{
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removedItem = null;
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if (!Resolve(target, ref inventory, false))
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@@ -321,7 +340,7 @@ public abstract partial class InventorySystem
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if (slotDef != slotDefinition && slotDef.DependsOn == slotDefinition.Name)
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{
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//this recursive call might be risky
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TryUnequip(actor, target, slotDef.Name, true, true, inventory);
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TryUnequip(actor, target, slotDef.Name, true, true, predicted, inventory);
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}
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}
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@@ -340,6 +359,24 @@ public abstract partial class InventorySystem
|
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Transform(removedItem.Value).Coordinates = Transform(target).Coordinates;
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|
||||
if (!silent && Resolve(removedItem.Value, ref item) && item.UnequipSound != null && _gameTiming.IsFirstTimePredicted)
|
||||
{
|
||||
Filter filter;
|
||||
|
||||
if (_netMan.IsClient)
|
||||
filter = Filter.Local();
|
||||
else
|
||||
{
|
||||
filter = Filter.Pvs(target);
|
||||
|
||||
// don't play double audio for predicted interactions
|
||||
if (predicted)
|
||||
filter.RemoveWhereAttachedEntity(entity => entity == actor);
|
||||
}
|
||||
|
||||
SoundSystem.Play(filter, item.UnequipSound.GetSound(), target, AudioParams.Default.WithVolume(-2f));
|
||||
}
|
||||
|
||||
inventory.Dirty();
|
||||
|
||||
_movementSpeed.RefreshMovementSpeedModifiers(target);
|
||||
|
||||
@@ -37,6 +37,20 @@ namespace Content.Shared.Item
|
||||
[DataField("clothingVisuals")]
|
||||
public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not this item can be picked up.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should almost always be true for items. But in some special cases, an item can be equipped but not
|
||||
/// picked up. E.g., hardsuit helmets are attached to the suit, so we want to disable things like the pickup
|
||||
/// verb.
|
||||
/// </remarks>
|
||||
[DataField("canPickup")]
|
||||
public bool CanPickup = true;
|
||||
|
||||
[DataField("quickEquip")]
|
||||
public bool QuickEquip = true;
|
||||
|
||||
/// <summary>
|
||||
/// Part of the state of the sprite shown on the player when this item is in their hands or inventory.
|
||||
/// </summary>
|
||||
@@ -61,9 +75,12 @@ namespace Content.Shared.Item
|
||||
[DataField("Slots")]
|
||||
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
|
||||
|
||||
[DataField("EquipSound")]
|
||||
[DataField("equipSound")]
|
||||
public SoundSpecifier? EquipSound { get; set; } = default!;
|
||||
|
||||
[DataField("unequipSound")]
|
||||
public SoundSpecifier? UnequipSound = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Rsi of the sprite shown on the player when this item is in their hands. Used to generate a default entry for <see cref="InhandVisuals"/>
|
||||
/// </summary>
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Inventory.Events;
|
||||
@@ -27,7 +26,7 @@ namespace Content.Shared.Item
|
||||
|
||||
private void OnHandInteract(EntityUid uid, SharedItemComponent component, InteractHandEvent args)
|
||||
{
|
||||
if (args.Handled)
|
||||
if (args.Handled || !component.CanPickup)
|
||||
return;
|
||||
|
||||
args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false);
|
||||
@@ -68,6 +67,7 @@ namespace Content.Shared.Item
|
||||
args.Using != null ||
|
||||
!args.CanAccess ||
|
||||
!args.CanInteract ||
|
||||
!component.CanPickup ||
|
||||
!_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component))
|
||||
return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user