* data initalizing * modular assembling * grips and blades sprites * first prototypes * jewerly decoration * disassemble modular weapon * grip start stats * blade modifiers * inhand sprites generation * resprites inhand, add sickle, add attempt modify size * auto inhand sprite parsing * icon default parsing * spear blade * mace ball * sword blade * sharedization + autonetwork hotswipe * wielding sprite support! * iron long grip * wielded sickle, fix ERROR sprite if state not added * Update grips.yml * wielded spear + ruby rework * wielding damage bonus modifier * modular size fix * fix storedOffset rotation * parts offset * fix inheriting modifiers * some bugfix and balance tweaks * DPS Meter * fix dividing by zero * rebalance * replace baseknife to modular knife. Delete ice knife spell * sickle and mace modular replace * modular spear & sword replacement. add wielded icons * Update CP14DPSMeterSystem.cs * back to serverization * grip disassemble drop again * clothing sprite generation code * back slot long grips and mace * remove jewerly slot, add more clothing states * finish clothing states * shovel modular * YEEEEE * anvil modular craft * bugfixes * more integration check fixes
26 lines
869 B
C#
26 lines
869 B
C#
using Content.Shared._CP14.ModularCraft;
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using Content.Shared._CP14.ModularCraft.Components;
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using Content.Shared._CP14.ModularCraft.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.Server._CP14.ModularCraft.Modifiers;
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public sealed partial class Inherit : CP14ModularCraftModifier
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{
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[DataField(required: true)]
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public List<ProtoId<CP14ModularCraftPartPrototype>> CopyFrom = new();
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public override void Effect(EntityManager entManager, Entity<CP14ModularCraftStartPointComponent> start, Entity<CP14ModularCraftPartComponent>? part)
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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foreach (var copy in CopyFrom)
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{
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foreach (var modifier in prototypeManager.Index(copy).Modifiers)
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{
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modifier.Effect(entManager, start, part);
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}
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}
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}
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}
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