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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using Content.Shared.Damage;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Wieldable.Components
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{
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[RegisterComponent, Friend(typeof(WieldableSystem))]
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public class IncreaseDamageOnWieldComponent : Component
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{
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public override string Name { get; } = "IncreaseDamageOnWield";
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[DataField("modifiers", required: true)]
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public DamageModifierSet Modifiers = default!;
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}
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}
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59
Content.Server/Wieldable/Components/WieldableComponent.cs
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59
Content.Server/Wieldable/Components/WieldableComponent.cs
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using System.ComponentModel.DataAnnotations.Schema;
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using Content.Shared.Sound;
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using Content.Shared.Verbs;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Wieldable.Components
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{
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/// <summary>
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/// Used for objects that can be wielded in two or more hands,
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/// </summary>
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[RegisterComponent, Friend(typeof(WieldableSystem))]
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public class WieldableComponent : Component
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{
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public override string Name => "Wieldable";
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[DataField("wieldSound")]
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public SoundSpecifier? WieldSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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[DataField("unwieldSound")]
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public SoundSpecifier? UnwieldSound = default!;
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/// <summary>
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/// Number of free hands required (excluding the item itself) required
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/// to wield it
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/// </summary>
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[DataField("freeHandsRequired")]
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public int FreeHandsRequired = 1;
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public bool Wielded = false;
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public string WieldedInhandPrefix = "wielded";
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public string? OldInhandPrefix = null;
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[DataField("wieldTime")]
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public float WieldTime = 1.5f;
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[Verb]
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public sealed class ToggleWieldVerb : Verb<WieldableComponent>
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{
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protected override void GetData(IEntity user, WieldableComponent component, VerbData data)
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{
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data.Visibility = VerbVisibility.Visible;
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data.Text = component.Wielded ? "Unwield" : "Wield";
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}
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protected override void Activate(IEntity user, WieldableComponent component)
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{
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if(!component.Wielded)
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EntitySystem.Get<WieldableSystem>().AttemptWield(component.Owner.Uid, component, user);
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else
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EntitySystem.Get<WieldableSystem>().AttemptUnwield(component.Owner.Uid, component, user);
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}
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}
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}
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}
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289
Content.Server/Wieldable/WieldableSystem.cs
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289
Content.Server/Wieldable/WieldableSystem.cs
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using Content.Server.DoAfter;
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using Content.Server.Hands.Components;
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using Content.Server.Hands.Systems;
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using Content.Server.Items;
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using Content.Server.Weapon.Melee;
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using Content.Server.Wieldable.Components;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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namespace Content.Server.Wieldable
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{
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public class WieldableSystem : EntitySystem
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{
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<WieldableComponent, ItemWieldedEvent>(OnItemWielded);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, UnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<IncreaseDamageOnWieldComponent, MeleeHitEvent>(OnMeleeHit);
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}
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private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if(!component.Wielded)
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AttemptWield(uid, component, args.User);
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else
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AttemptUnwield(uid, component, args.User);
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}
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public bool CanWield(EntityUid uid, WieldableComponent component, IEntity user, bool quiet=false)
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{
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// Do they have enough hands free?
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if (!ComponentManager.TryGetComponent<HandsComponent>(user.Uid, out var hands))
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{
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if(!quiet)
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user.PopupMessage(Loc.GetString("wieldable-component-no-hands"));
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return false;
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}
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if (hands.GetFreeHands() < component.FreeHandsRequired)
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{
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// TODO FLUENT need function to change 'hands' to 'hand' when there's only 1 required
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if (!quiet)
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{
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user.PopupMessage(Loc.GetString("wieldable-component-not-enough-free-hands",
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("number", component.FreeHandsRequired),
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("item", EntityManager.GetEntity(uid))));
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}
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return false;
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}
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// Is it.. actually in one of their hands?
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if (!hands.TryGetHandHoldingEntity(EntityManager.GetEntity(uid), out var _))
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{
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if (!quiet)
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{
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user.PopupMessage(Loc.GetString("wieldable-component-not-in-hands",
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("item", EntityManager.GetEntity(uid))));
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}
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return false;
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}
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// Seems legit.
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return true;
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}
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/// <summary>
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/// Attempts to wield an item, creating a DoAfter..
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/// </summary>
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public void AttemptWield(EntityUid uid, WieldableComponent component, IEntity user)
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{
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if (!CanWield(uid, component, user))
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return;
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var ev = new BeforeWieldEvent();
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RaiseLocalEvent(uid, ev, false);
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var used = EntityManager.GetEntity(uid);
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if (ev.Cancelled) return;
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var doargs = new DoAfterEventArgs(
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user,
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component.WieldTime,
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default,
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used
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)
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{
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BreakOnUserMove = false,
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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TargetFinishedEvent = new ItemWieldedEvent(user),
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UserFinishedEvent = new WieldedItemEvent(used)
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};
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_doAfter.DoAfter(doargs);
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}
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/// <summary>
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/// Attempts to unwield an item, with no DoAfter.
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/// </summary>
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public void AttemptUnwield(EntityUid uid, WieldableComponent component, IEntity user)
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{
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var ev = new BeforeUnwieldEvent();
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RaiseLocalEvent(uid, ev, false);
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var used = EntityManager.GetEntity(uid);
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if (ev.Cancelled) return;
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var targEv = new ItemUnwieldedEvent(user);
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var userEv = new UnwieldedItemEvent(used);
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RaiseLocalEvent(uid, targEv, false);
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RaiseLocalEvent(user.Uid, userEv, false);
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}
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private void OnItemWielded(EntityUid uid, WieldableComponent component, ItemWieldedEvent args)
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{
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if (args.User == null)
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return;
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if (!CanWield(uid, component, args.User) || component.Wielded)
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return;
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if (ComponentManager.TryGetComponent<ItemComponent>(uid, out var item))
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{
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component.OldInhandPrefix = item.EquippedPrefix;
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item.EquippedPrefix = component.WieldedInhandPrefix;
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}
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component.Wielded = true;
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if (component.WieldSound != null)
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{
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SoundSystem.Play(Filter.Pvs(EntityManager.GetEntity(uid)), component.WieldSound.GetSound());
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}
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for (var i = 0; i < component.FreeHandsRequired; i++)
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{
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_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.User.Uid);
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}
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args.User.PopupMessage(Loc.GetString("wieldable-component-successful-wield",
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("item", EntityManager.GetEntity(uid))));
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}
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private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
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{
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if (args.User == null)
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return;
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if (!component.Wielded)
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return;
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if (ComponentManager.TryGetComponent<ItemComponent>(uid, out var item))
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{
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item.EquippedPrefix = component.OldInhandPrefix;
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}
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component.Wielded = false;
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if (!args.Force) // don't play sound/popup if this was a forced unwield
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{
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if (component.UnwieldSound != null)
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{
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SoundSystem.Play(Filter.Pvs(EntityManager.GetEntity(uid)),
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component.UnwieldSound.GetSound());
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}
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args.User.PopupMessage(Loc.GetString("wieldable-component-failed-wield",
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("item", EntityManager.GetEntity(uid))));
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}
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_virtualItemSystem.DeleteInHandsMatching(args.User.Uid, uid);
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}
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private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, UnequippedHandEvent args)
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{
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if (!component.Wielded || component.Owner.Uid != args.Unequipped.Uid)
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return;
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RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true));
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}
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private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
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{
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if(args.BlockingEntity == uid && component.Wielded)
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AttemptUnwield(args.BlockingEntity, component, EntityManager.GetEntity(args.User));
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}
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private void OnMeleeHit(EntityUid uid, IncreaseDamageOnWieldComponent component, MeleeHitEvent args)
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{
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if (ComponentManager.TryGetComponent<WieldableComponent>(uid, out var wield))
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{
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if (!wield.Wielded)
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return;
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}
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if (args.Handled)
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return;
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args.ModifiersList.Add(component.Modifiers);
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}
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}
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#region Events
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public class BeforeWieldEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised on the item that has been wielded.
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/// </summary>
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public class ItemWieldedEvent : EntityEventArgs
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{
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public IEntity? User;
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public ItemWieldedEvent(IEntity? user=null)
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{
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User = user;
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}
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}
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/// <summary>
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/// Raised on the user who wielded the item.
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/// </summary>
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public class WieldedItemEvent : EntityEventArgs
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{
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public IEntity Item;
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public WieldedItemEvent(IEntity item)
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{
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Item = item;
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}
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}
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public class BeforeUnwieldEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised on the item that has been unwielded.
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/// </summary>
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public class ItemUnwieldedEvent : EntityEventArgs
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{
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public IEntity? User;
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/// <summary>
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/// Whether the item is being forced to be unwielded, or if the player chose to unwield it themselves.
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/// </summary>
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public bool Force;
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public ItemUnwieldedEvent(IEntity? user=null, bool force=false)
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{
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User = user;
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Force = force;
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}
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}
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/// <summary>
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/// Raised on the user who unwielded the item.
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/// </summary>
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public class UnwieldedItemEvent : EntityEventArgs
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{
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public IEntity Item;
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public UnwieldedItemEvent(IEntity item)
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{
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Item = item;
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}
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}
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#endregion
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}
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