Add health bar overlays for eye equipment (#21980)
* PR 1 * fix an error with health bar overlay (#1292) * Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) * [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662) * fix build * no crit entities from not updating * cleanup * namespace * undu irrelevant changes * undo icon change * make health bar 1 px taller and icon 1 px shorter * fix medibot * fix comment * don't show health bar ratio when in crit * fix build * put the crit bar back * don't render healthbars for mobs that are in containers * draw more boxes without the background sprite * fine status icon for all bio mobs * add wacky mandatory things * attempt 2 * whoops wrong file * cool, this works too * move null check to top * only 1 init * security huds * remove shader * fix build after cleanup * slight cleanup * little more cleanup * Remove clothing grant component system * security HUD now shows a job icon on entities with a body * remove sec stuff and do similar changes to split off PR + remove unused comp * process comments * don't return * update to ComponentAddedOverlaySystemBase * no cache * colors and not rendering out of sight * touch ups * fix build & cleanup * undo * remove shader from icons * process comments * documentation * fix licence * validate prototype id * just use args * rename method and append in method * type * just fucken delete the command * space * undo * remove * don't use LocalPlayer * re-add showhealthbars command, but working * rename icon lists and conform health icon code to the others * space * undo * update command * oops --------- Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -72,7 +72,7 @@ public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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private void OnPlayerDetached(LocalPlayerDetachedEvent args)
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{
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if (_player.LocalPlayer?.ControlledEntity == null)
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if (_player.LocalSession?.AttachedEntity == null)
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Deactivate();
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}
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@@ -93,17 +93,18 @@ public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
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{
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args.Args.Active = true;
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OnRefreshComponentHud(uid, component, args.Args);
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}
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protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
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{
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args.Active = true;
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args.Components.Add(component);
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}
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private void RefreshOverlay(EntityUid uid)
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{
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if (uid != _player.LocalPlayer?.ControlledEntity)
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if (uid != _player.LocalSession?.AttachedEntity)
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return;
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var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
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