using Robust.Shared.Timing;
using Content.Shared.Inventory.Events;
namespace Content.Shared._White._Engi.DamageableClothing;
///
/// WD
///
public sealed partial class DamageableClothingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
InitializeUser();
SubscribeLocalEvent(OnEquipped);
SubscribeLocalEvent(OnUnequipped);
SubscribeLocalEvent(OnShutdown);
}
private void OnEquipped(EntityUid uid, DamageableClothingComponent component, GotEquippedEvent args)
{
if (_gameTiming.ApplyingState)
return;
component.User = args.Equipee;
var userComp = EnsureComp(args.Equipee);
userComp.ItemId = args.Equipment;
}
private void OnUnequipped(EntityUid uid, DamageableClothingComponent component, GotUnequippedEvent args)
{
RemCompDeferred(args.Equipee);
component.User = null;
}
private void OnShutdown(EntityUid uid, DamageableClothingComponent component, ComponentShutdown args)
{
if (component.User != null)
{
RemCompDeferred(component.User.Value);
component.User = null;
}
}
}