Wieldable/two-handed weapons (#4554)
* wielding kinda works * rough out all the edges, wielding works nicely * popups + loc * increase damage & extra damage against whitelist * small fixes * forgot to actually do that * reviews * reviews + thing * use resistances and not extradamageagainstwhitelist * slashy * make increasedamageonwield and melee hit events work with modifiersets * Silly individual
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@@ -1,3 +1,3 @@
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<Control xmlns="https://spacestation14.io">
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<Label StyleClasses="ItemStatus" Text="Pulling" />
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<Label StyleClasses="ItemStatus" Text="Blocked by" />
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</Control>
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@@ -3,9 +3,9 @@ using Robust.Client.UserInterface.XAML;
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namespace Content.Client.Hands
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{
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public sealed class HandVirtualPullItemStatus : Control
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public sealed class HandVirtualItemStatus : Control
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{
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public HandVirtualPullItemStatus()
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public HandVirtualItemStatus()
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{
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RobustXamlLoader.Load(this);
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}
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@@ -98,9 +98,9 @@ namespace Content.Client.Hands
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_itemSlotManager.SetItemSlot(newButton, hand.HeldItem);
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// Show blocked overlay if hand is pulling.
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// Show blocked overlay if hand is blocked.
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newButton.Blocked.Visible =
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hand.HeldItem != null && hand.HeldItem.HasComponent<HandVirtualPullComponent>();
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hand.HeldItem != null && hand.HeldItem.HasComponent<HandVirtualItemComponent>();
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}
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if (TryGetActiveHand(out var activeHand))
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@@ -3,16 +3,16 @@ using Content.Shared.Hands.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Hands
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namespace Content.Client.Hands.Systems
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{
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[UsedImplicitly]
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public sealed class HandVirtualPullSystem : EntitySystem
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public sealed class HandVirtualItemSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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Subs.ItemStatus<HandVirtualPullComponent>(_ => new HandVirtualPullItemStatus());
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Subs.ItemStatus<HandVirtualItemComponent>(_ => new HandVirtualItemStatus());
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}
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}
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}
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