Adds twenty-one new smites, moves the explosion smite to the verb category. (#8456)
* Adds seven new smites, moves the explosion smite to the verb category. * adds even more smites. * Even more smites, some messages for specific smites. * Adds even more smites. * Removes some junk, adds a smite that angers the pointing arrows. * get rid of dumb component. * Remove mistake from verb menu presentation. * How did that happen? * whoops * c * e * fuck * Loading... * removes the BoM go away * adds the funny kill sign. Fixes ghost smite. * Move systems around. * Adjust organ vomit. * Adds a smite that turns people into an instrument, and one that removes their gravity. * oops * typo Co-authored-by: Veritius <veritiusgaming@gmail.com>
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@@ -47,7 +47,7 @@ namespace Content.Server.Administration.Commands
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return;
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}
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if (!entityManager.TryGetComponent<InventoryComponent?>(target, out var inventoryComponent))
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if (!entityManager.HasComponent<InventoryComponent?>(target))
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{
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shell.WriteLine(Loc.GetString("shell-target-entity-does-not-have-message",("missing", "inventory")));
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return;
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@@ -67,12 +67,18 @@ namespace Content.Server.Administration.Commands
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return;
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}
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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if (!prototypeManager.TryIndex<StartingGearPrototype>(args[1], out var startingGear))
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{
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if (!SetOutfit(target, args[1], entityManager))
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shell.WriteLine(Loc.GetString("set-outfit-command-invalid-outfit-id-error"));
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return;
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}
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}
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public static bool SetOutfit(EntityUid target, string gear, IEntityManager entityManager, Action<EntityUid, EntityUid>? onEquipped = null)
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{
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if (!entityManager.TryGetComponent<InventoryComponent?>(target, out var inventoryComponent))
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return false;
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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if (!prototypeManager.TryIndex<StartingGearPrototype>(gear, out var startingGear))
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return false;
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HumanoidCharacterProfile? profile = null;
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// Check if we are setting the outfit of a player to respect the preferences
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@@ -104,8 +110,12 @@ namespace Content.Server.Administration.Commands
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}
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invSystem.TryEquip(target, equipmentEntity, slot.Name, true, inventory: inventoryComponent);
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onEquipped?.Invoke(target, equipmentEntity);
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}
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}
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return true;
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}
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}
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}
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