Files
crystall-punk-14/Content.Server/GameObjects/Components/PlaceableSurfaceComponent.cs

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using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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using Content.Shared.GameObjects.Components;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
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[RegisterComponent]
[ComponentReference(typeof(SharedPlaceableSurfaceComponent))]
public class PlaceableSurfaceComponent : SharedPlaceableSurfaceComponent, IInteractUsing
{
private bool _isPlaceable;
private bool _placeCentered;
private Vector2 _positionOffset;
[ViewVariables(VVAccess.ReadWrite)]
public override bool IsPlaceable
{
get => _isPlaceable;
set
{
if (_isPlaceable == value)
{
return;
}
_isPlaceable = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public override bool PlaceCentered
{
get => _placeCentered;
set
{
if (_placeCentered == value)
{
return;
}
_placeCentered = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public override Vector2 PositionOffset
{
get => _positionOffset;
set
{
if (_positionOffset.EqualsApprox(value))
{
return;
}
_positionOffset = value;
Dirty();
}
}
[ViewVariables]
(Smaller) Construction PR - (IC Construction) (#2575) * Disable Pulling When Buckling an entity * Projectile Improvements If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets. - Dead people are still unhitable * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> * Firelock In Progress * Revert "Projectile Improvements" This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4. * Firelock Graph * Revert "Merge branch 'master' into test2" This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c. * Bunch of stuff - Metal Rods - Reinforced Glass - SetStackCount Condition - Tables - Lattice * Output2 to FloorTileItemComponent * Plating, Underplating and Tiles (+FloorTile Improvements) * Turf Fixes + APC Electronics * Reinforced Glass In-hand textures * All the fixes * Final Changes * (Hopefully) Last commit * Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * A Few more things * Edit FirelockComponent.cs Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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int IInteractUsing.Priority => -10;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _isPlaceable, "IsPlaceable", true);
serializer.DataField(ref _placeCentered, "placeCentered", false);
serializer.DataField(ref _positionOffset, "positionOffset", Vector2.Zero);
}
Add changing the amount of hands on the GUI depending on your body parts (#1406) * Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
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public override ComponentState GetComponentState(ICommonSession player)
{
return new PlaceableSurfaceComponentState(_isPlaceable,_placeCentered,_positionOffset);
}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!IsPlaceable)
return false;
if(!eventArgs.User.TryGetComponent<HandsComponent>(out var handComponent))
{
return false;
}
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handComponent.Drop(eventArgs.Using);
if (_placeCentered)
eventArgs.Using.Transform.WorldPosition = eventArgs.Target.Transform.WorldPosition + _positionOffset;
else
eventArgs.Using.Transform.WorldPosition = eventArgs.ClickLocation.Position;
return true;
}
}
}