Files
wwdpublic/Content.Goobstation.Shared/Inventory/GoobInventorySystem.Relays.cs
Kai5 ae1c1c39dd Port Devil (#2454)
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This PR ports
https://github.com/Goob-Station/Goob-Station/pull/2409
https://github.com/Goob-Station/Goob-Station/pull/2591
https://github.com/Goob-Station/Goob-Station/pull/2599

This PR was initially intended to be merged into White Dream repo, so my
changes are marked as WD edit.

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- [ ] Port pain numbness
- [ ] Port nullrods
- [ ] Port tile movement

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🆑
- add: Ported Devil antag from Goobstation

---------

Signed-off-by: Kai5 <68296202+Kai518@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2025-07-20 13:37:35 +10:00

58 lines
3.0 KiB
C#

// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
// SPDX-FileCopyrightText: 2025 Misandry <mary@thughunt.ing>
// SPDX-FileCopyrightText: 2025 Solstice <solsticeofthewinter@gmail.com>
// SPDX-FileCopyrightText: 2025 SolsticeOfTheWinter <solsticeofthewinter@gmail.com>
// SPDX-FileCopyrightText: 2025 gus <august.eymann@gmail.com>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Goobstation.Shared.Chemistry;
using Content.Goobstation.Shared.Clothing;
using Content.Goobstation.Shared.Devil;
using Content.Goobstation.Shared.Flashbang;
using Content.Goobstation.Shared.Stunnable;
using Content.Shared._Goobstation.Wizard.Chuuni;
using Content.Shared._White.Standing;
using Content.Shared.Damage.Events;
using Content.Shared.Heretic;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs;
namespace Content.Goobstation.Shared.Inventory;
public partial class GoobInventorySystem
{
[Dependency] private readonly InventorySystem _inventorySystem = default!;
public void InitializeRelays()
{
base.Initialize();
SubscribeLocalEvent<InventoryComponent, DelayedKnockdownAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, VaporCheckEyeProtectionEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, CheckMagicItemEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetFlashbangedEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, FlashDurationMultiplierEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetStandingUpTimeMultiplierEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetSpellInvocationEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetMessagePostfixEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ClothingAutoInjectRelayedEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifyStunTimeEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, IsEyesCoveredCheckEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<Overlays.NightVisionComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, TakeStaminaDamageEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<Overlays.ThermalVisionComponent>>(RefRelayInventoryEvent);
}
private void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
{
_inventorySystem.RelayEvent((uid, component), ref args);
}
private void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
_inventorySystem.RelayEvent((uid, component), args);
}
}