Fix unintentional inventory relayed event handling (#10934)

* Add InventoryRelayedEvent<TEvent>

* implement relays

* typos

* a
This commit is contained in:
Leon Friedrich
2022-10-24 21:04:49 +13:00
committed by GitHub
parent 0b8622e9e7
commit 145471be2d
9 changed files with 53 additions and 15 deletions

View File

@@ -8,6 +8,7 @@ using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Explosion;
using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Throwing;
using Robust.Server.Player;
using Robust.Shared.Audio;
@@ -63,6 +64,10 @@ public sealed partial class ExplosionSystem : EntitySystem
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
SubscribeLocalEvent<GridStartupEvent>(OnGridStartup);
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>((e, c, ev) => OnGetResistance(e, c, ev.Args));
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);