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* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using Content.Shared.Random.Helpers;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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namespace Content.Server.Destructible.Thresholds.Behaviors
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{
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/// <summary>
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/// Drop all items from specified containers
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/// </summary>
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[DataDefinition]
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public sealed class EmptyContainersBehaviour : IThresholdBehavior
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{
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[DataField("containers")]
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public List<string> Containers = new();
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[DataField("randomOffset")]
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public float RandomOffset = 0.25f;
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public void Execute(EntityUid owner, DestructibleSystem system, EntityUid? cause = null)
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{
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if (!system.EntityManager.TryGetComponent<ContainerManagerComponent>(owner, out var containerManager))
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return;
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var containerSys = system.EntityManager.System<ContainerSystem>();
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foreach (var containerId in Containers)
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{
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if (!containerSys.TryGetContainer(owner, containerId, out var container, containerManager))
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continue;
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var entities = containerSys.EmptyContainer(container, true);
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foreach (var ent in entities)
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{
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ent.RandomOffset(RandomOffset);
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}
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}
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}
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}
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}
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