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Only sec glasses can show contraband: second attempt (#36412) * Add base code for cheking contraband in hud * Fix missing using in InventorySystem.Relay * Fix errors and update HUD yml * Add show contraband with component on entity * fix component description * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update "if" for check if ent hasComp in contrabandSystem * Remove << InventorySystem.Relay.cs * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/CCVar/CCVars.Game.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix partial class ShowContrabandSystem Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Inventory/InventorySystem.Relay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Some update ShowContrabandSystem * Try with record struct * back again ti default class with EntityEventArgs * Remove EntityEventArgs * Finally use record struct --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-27 00:06:34 +03:00
using Content.Shared.Inventory;
namespace Content.Shared.Contraband;
public sealed partial class ShowContrabandSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
Subs.SubscribeWithRelay<ShowContrabandDetailsComponent, GetContrabandDetailsEvent>(OnGetContrabandDetails);
}
private void OnGetContrabandDetails(Entity<ShowContrabandDetailsComponent> ent, ref GetContrabandDetailsEvent args)
{
args.CanShowContraband = true;
}
}
/// <summary>
/// Raised on an entity and its inventory to determine if it can see contraband information in the examination window.
/// </summary>
[ByRefEvent]
public record struct GetContrabandDetailsEvent(bool CanShowContraband = false) : IInventoryRelayEvent
{
SlotFlags IInventoryRelayEvent.TargetSlots => SlotFlags.EYES;
}