SubscribeLocalEvent<EnsnaringComponent, StepTriggerAttemptEvent>(AttemptStepTrigger);
SubscribeLocalEvent<EnsnaringComponent, StepTriggeredOffEvent>(OnStepTrigger);
SubscribeLocalEvent<EnsnaringComponent, ThrowDoHitEvent>(OnThrowHit);
- SubscribeLocalEvent<EnsnaringComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
}
protected virtual void OnEnsnareInit(Entity<EnsnareableComponent> ent, ref ComponentInit args)
}
}
- private void OnAttemptPacifiedThrow(Entity<EnsnaringComponent> ent, ref AttemptPacifiedThrowEvent args)
- {
- args.Cancel("pacified-cannot-throw-snare");
- }
-
private void OnRemoveEnsnareAlert(Entity<EnsnareableComponent> ent, ref RemoveEnsnareAlertEvent args)
{
if (args.Handled)
pacified-cannot-throw-embed = No way I could throw { THE($projectile) }, that could get lodged inside someone!
# With liquid-spilling projectiles:
pacified-cannot-throw-spill = I can't possibly throw { THE($projectile) }, that could spill nasty stuff on someone!
-# With bolas and snares:
-pacified-cannot-throw-snare = I can't throw { THE($projectile) }, what if someone trips?!
pacified-cannot-harm-directly = I can't bring myself to hurt { THE($entity) }!
pacified-cannot-harm-indirect = I can't damage { THE($entity) }, it could hurt someone!