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