Make gibbing drop items again (#21047)

LGTM, Just a warning that this will probably get overriden when medical refactor gets merged since it refactors gibbing.
This commit is contained in:
Doru991
2023-10-19 00:15:17 +03:00
committed by GitHub
parent 9c25db8b13
commit b419dbb3eb
3 changed files with 20 additions and 6 deletions

View File

@@ -5,6 +5,8 @@ using Content.Shared.Body.Organ;
using Content.Shared.Body.Part;
using Content.Shared.Body.Prototypes;
using Content.Shared.DragDrop;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Robust.Shared.Containers;
using Robust.Shared.Map;
@@ -19,6 +21,8 @@ public partial class SharedBodySystem
* - Each "connection" is a body part (e.g. arm, hand, etc.) and each part can also contain organs.
*/
[Dependency] private readonly InventorySystem _inventory = default!;
private void InitializeBody()
{
// Body here to handle root body parts.
@@ -263,7 +267,7 @@ public partial class SharedBodySystem
}
public virtual HashSet<EntityUid> GibBody(EntityUid bodyId, bool gibOrgans = false,
BodyComponent? body = null, bool deleteItems = false)
BodyComponent? body = null, bool deleteItems = false, bool deleteBrain = false)
{
var gibs = new HashSet<EntityUid>();
@@ -287,7 +291,14 @@ public partial class SharedBodySystem
gibs.Add(organ.Id);
}
}
if(TryComp<InventoryComponent>(bodyId, out var inventory))
{
foreach (var item in _inventory.GetHandOrInventoryEntities(bodyId))
{
SharedTransform.AttachToGridOrMap(item);
gibs.Add(item);
}
}
return gibs;
}
}