Баффы (#510)

* Moodsystem cleanups

* remove overhydrated and overfed mood debuffs

* admins now join game deadmined + new player timers

* faster arrivals

* recharging rcd with metal, glass, plastic or cable coils

* better timings and costs + building apc and camera

* preparing for rpd

* RPD + make RCD more generic

* add rpd to atmos lockers, rcd to engivend

* rcd and rpd to technologies

* dont deadmin me in debug

* rcd ammo buff

* add ChargeCountModifier logic for non stackable items

* increase time to become experienced player

* Dynamic Radial Menus (#29678)

* fix

* Clean Some Code

* Some Commentaries

* Update Content.Client/UserInterface/Controls/RadialContainer.cs

* Update Content.Client/UserInterface/Controls/RadialContainer.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* more dynamically parameters

---------

Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
ThereDrD0
2024-07-29 06:04:21 +03:00
committed by GitHub
parent 0f641a46d2
commit d627758826
44 changed files with 1082 additions and 315 deletions

View File

@@ -3,6 +3,7 @@ using Content.Shared.Inventory.Events;
using Robust.Shared.Serialization.Manager;
using Content.Shared.Tag;
using Content.Shared._White.ClothingGrant.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared._White.ClothingGrant.Systems;
@@ -40,24 +41,29 @@ public sealed class ClothingGrantingSystem : EntitySystem
return;
}
foreach (var (name, data) in component.Components)
{
var newComp = (Component) _componentFactory.GetComponent(name);
if (HasComp(args.Equipee, newComp.GetType()))
continue;
newComp.Owner = args.Equipee;
var temp = (object) newComp;
_serializationManager.CopyTo(data.Component, ref temp);
EntityManager.AddComponent(args.Equipee, (Component)temp!);
}
AddComponents(args.Equipee, component.Components);
component.IsActive = true;
Dirty(uid, component);
}
public void AddComponents(EntityUid uid, ComponentRegistry components)
{
foreach (var (name, data) in components)
{
var newComp = (Component) _componentFactory.GetComponent(name);
if (HasComp(uid, newComp.GetType()))
continue;
newComp.Owner = uid;
var temp = (object) newComp;
_serializationManager.CopyTo(data.Component, ref temp);
EntityManager.AddComponent(uid, (Component)temp!);
}
}
private void OnCompUnequip(EntityUid uid, ClothingGrantComponentComponent component, GotUnequippedEvent args)
{
if (!component.IsActive) return;