get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -2,10 +2,10 @@ using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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using Robust.Shared.Containers;
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@@ -156,7 +156,7 @@ namespace Content.Server.Weapon.Ranged.Ammunition.Components
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return false;
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}
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var itemComponent = _entities.GetComponent<ItemComponent>(ammo);
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var itemComponent = _entities.GetComponent<SharedItemComponent>(ammo);
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if (!handsComponent.CanPutInHand(itemComponent))
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{
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_entities.GetComponent<TransformComponent>(ammo).Coordinates = _entities.GetComponent<TransformComponent>(eventArgs.User).Coordinates;
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@@ -1,9 +1,9 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Ranged.Barrels.Components;
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using Robust.Shared.Containers;
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@@ -110,7 +110,7 @@ namespace Content.Server.Weapon.Ranged.Ammunition.Components
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return false;
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}
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var itemComponent = _entMan.GetComponent<ItemComponent>(ammo);
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var itemComponent = _entMan.GetComponent<SharedItemComponent>(ammo);
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if (!handsComponent.CanPutInHand(itemComponent))
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{
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ServerRangedBarrelComponent.EjectCasing(ammo);
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@@ -2,10 +2,10 @@ using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Weapon.Ranged.Ammunition.Components;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Content.Shared.Weapons.Ranged;
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@@ -340,7 +340,7 @@ namespace Content.Server.Weapon.Ranged.Barrels.Components
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if (_entities.TryGetComponent(user, out HandsComponent? handsComponent))
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{
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handsComponent.PutInHandOrDrop(_entities.GetComponent<ItemComponent>(mag.Value));
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handsComponent.PutInHandOrDrop(_entities.GetComponent<SharedItemComponent>(mag.Value));
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}
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Dirty();
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Clothing.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Weapon.Ranged.Ammunition.Components;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.Examine;
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