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- using Content.Shared.Mindshield.Components;
- using Content.Shared.Overlays;
- using Content.Shared.StatusIcon;
- using Content.Shared.StatusIcon.Components;
- using Robust.Shared.Prototypes;
- namespace Content.Client.Overlays;
- public sealed class ShowMindShieldIconsSystem : EquipmentHudSystem<ShowMindShieldIconsComponent>
- {
- [Dependency] private readonly IPrototypeManager _prototype = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<MindShieldComponent, GetStatusIconsEvent>(OnGetStatusIconsEvent);
- SubscribeLocalEvent<FakeMindShieldComponent, GetStatusIconsEvent>(OnGetStatusIconsEventFake);
- }
- // TODO: Probably need to get this OFF of client since this can be read by bad actors rather easily
- // ...imagine cheating in a game about silly paper dolls
- private void OnGetStatusIconsEventFake(EntityUid uid, FakeMindShieldComponent component, ref GetStatusIconsEvent ev)
- {
- if(!IsActive)
- return;
- if (component.IsEnabled && _prototype.TryIndex(component.MindShieldStatusIcon, out var fakeStatusIconPrototype))
- ev.StatusIcons.Add(fakeStatusIconPrototype);
- }
- private void OnGetStatusIconsEvent(EntityUid uid, MindShieldComponent component, ref GetStatusIconsEvent ev)
- {
- if (!IsActive)
- return;
- if (_prototype.TryIndex(component.MindShieldStatusIcon, out var iconPrototype))
- ev.StatusIcons.Add(iconPrototype);
- }
- }
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