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>
This commit is contained in:
Moony
2022-05-27 02:41:18 -05:00
committed by GitHub
parent 7d5989a9cc
commit 130302a262
33 changed files with 906 additions and 61 deletions

View File

@@ -47,7 +47,7 @@ namespace Content.Server.Administration.Commands
return;
}
if (!entityManager.TryGetComponent<InventoryComponent?>(target, out var inventoryComponent))
if (!entityManager.HasComponent<InventoryComponent?>(target))
{
shell.WriteLine(Loc.GetString("shell-target-entity-does-not-have-message",("missing", "inventory")));
return;
@@ -67,12 +67,18 @@ namespace Content.Server.Administration.Commands
return;
}
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
if (!prototypeManager.TryIndex<StartingGearPrototype>(args[1], out var startingGear))
{
if (!SetOutfit(target, args[1], entityManager))
shell.WriteLine(Loc.GetString("set-outfit-command-invalid-outfit-id-error"));
return;
}
}
public static bool SetOutfit(EntityUid target, string gear, IEntityManager entityManager, Action<EntityUid, EntityUid>? onEquipped = null)
{
if (!entityManager.TryGetComponent<InventoryComponent?>(target, out var inventoryComponent))
return false;
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
if (!prototypeManager.TryIndex<StartingGearPrototype>(gear, out var startingGear))
return false;
HumanoidCharacterProfile? profile = null;
// Check if we are setting the outfit of a player to respect the preferences
@@ -104,8 +110,12 @@ namespace Content.Server.Administration.Commands
}
invSystem.TryEquip(target, equipmentEntity, slot.Name, true, inventory: inventoryComponent);
onEquipped?.Invoke(target, equipmentEntity);
}
}
return true;
}
}
}