Merge remote-tracking branch 'upstream/stable' into ed-27-05-2025-upstream-sync

# Conflicts:
#	.github/CODEOWNERS
#	Content.Client/Guidebook/Controls/GuideReagentReaction.xaml.cs
#	Content.IntegrationTests/Tests/Chemistry/TryAllReactionsTest.cs
#	Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs
#	Resources/Prototypes/Entities/Effects/chemistry_effects.yml
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml
#	Resources/Prototypes/GameRules/meteorswarms.yml
#	Resources/Prototypes/Procedural/dungeon_configs.yml
This commit is contained in:
Ed
2025-05-27 12:21:14 +03:00
1165 changed files with 76878 additions and 44718 deletions

View File

@@ -286,23 +286,21 @@ public abstract partial class InventorySystem
}
var attemptEvent = new IsEquippingAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(target, attemptEvent, true);
RaiseLocalEvent(actor, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
return false;
}
if (actor != target)
var targetAttemptEvent = new IsEquippingTargetAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(target, targetAttemptEvent, true);
if (targetAttemptEvent.Cancelled)
{
//reuse the event. this is gucci, right?
attemptEvent.Reason = null;
RaiseLocalEvent(actor, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
return false;
}
reason = targetAttemptEvent.Reason ?? reason;
return false;
}
var itemAttemptEvent = new BeingEquippedAttemptEvent(actor, target, itemUid, slotDefinition);
@@ -524,23 +522,21 @@ public abstract partial class InventorySystem
}
var attemptEvent = new IsUnequippingAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(target, attemptEvent, true);
RaiseLocalEvent(actor, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
return false;
}
if (actor != target)
var targetAttemptEvent = new IsUnequippingTargetAttemptEvent(actor, target, itemUid, slotDefinition);
RaiseLocalEvent(target, targetAttemptEvent, true);
if (targetAttemptEvent.Cancelled)
{
//reuse the event. this is gucci, right?
attemptEvent.Reason = null;
RaiseLocalEvent(actor, attemptEvent, true);
if (attemptEvent.Cancelled)
{
reason = attemptEvent.Reason ?? reason;
return false;
}
reason = targetAttemptEvent.Reason ?? reason;
return false;
}
var itemAttemptEvent = new BeingUnequippedAttemptEvent(actor, target, itemUid, slotDefinition);