Adding shock collar and electropack (#30529)
* Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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@@ -6,6 +6,7 @@ using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Strip.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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@@ -32,6 +33,8 @@ public abstract class ClothingSystem : EntitySystem
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SubscribeLocalEvent<ClothingComponent, ClothingEquipDoAfterEvent>(OnEquipDoAfter);
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SubscribeLocalEvent<ClothingComponent, ClothingUnequipDoAfterEvent>(OnUnequipDoAfter);
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SubscribeLocalEvent<ClothingComponent, BeforeItemStrippedEvent>(OnItemStripped);
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}
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private void OnUseInHand(Entity<ClothingComponent> ent, ref UseInHandEvent args)
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@@ -192,6 +195,11 @@ public abstract class ClothingSystem : EntitySystem
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_handsSystem.TryPickup(args.User, ent);
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}
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private void OnItemStripped(Entity<ClothingComponent> ent, ref BeforeItemStrippedEvent args)
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{
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args.Additive += ent.Comp.StripDelay;
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}
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private void CheckEquipmentForLayerHide(EntityUid equipment, EntityUid equipee)
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{
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if (TryComp(equipment, out HideLayerClothingComponent? clothesComp) && TryComp(equipee, out HumanoidAppearanceComponent? appearanceComp))
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