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
This commit is contained in:
mirrorcult
2021-09-17 07:16:11 -07:00
committed by GitHub
parent 078a62762f
commit 62f6c8dd8e
36 changed files with 719 additions and 161 deletions

View File

@@ -1,3 +1,3 @@
<Control xmlns="https://spacestation14.io">
<Label StyleClasses="ItemStatus" Text="Pulling" />
<Label StyleClasses="ItemStatus" Text="Blocked by" />
</Control>

View File

@@ -3,9 +3,9 @@ using Robust.Client.UserInterface.XAML;
namespace Content.Client.Hands
{
public sealed class HandVirtualPullItemStatus : Control
public sealed class HandVirtualItemStatus : Control
{
public HandVirtualPullItemStatus()
public HandVirtualItemStatus()
{
RobustXamlLoader.Load(this);
}

View File

@@ -98,9 +98,9 @@ namespace Content.Client.Hands
_itemSlotManager.SetItemSlot(newButton, hand.HeldItem);
// Show blocked overlay if hand is pulling.
// Show blocked overlay if hand is blocked.
newButton.Blocked.Visible =
hand.HeldItem != null && hand.HeldItem.HasComponent<HandVirtualPullComponent>();
hand.HeldItem != null && hand.HeldItem.HasComponent<HandVirtualItemComponent>();
}
if (TryGetActiveHand(out var activeHand))

View File

@@ -3,16 +3,16 @@ using Content.Shared.Hands.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Client.Hands
namespace Content.Client.Hands.Systems
{
[UsedImplicitly]
public sealed class HandVirtualPullSystem : EntitySystem
public sealed class HandVirtualItemSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
Subs.ItemStatus<HandVirtualPullComponent>(_ => new HandVirtualPullItemStatus());
Subs.ItemStatus<HandVirtualItemComponent>(_ => new HandVirtualItemStatus());
}
}
}