[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
+ [Dependency] private readonly ExamineSystemShared _examineSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
if (GhostPresent(loc))
return false;
- // This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
var predicate = GetPredicate(prototype.CanBuildInImpassable, loc.ToMap(EntityManager, _transformSystem));
- if (!_interactionSystem.InRangeUnobstructed(user, loc, 20f, predicate: predicate))
+ if (!_examineSystem.InRangeUnOccluded(user, loc, 20f, predicate: predicate))
return false;
if (!CheckConstructionConditions(prototype, loc, dir, user, showPopup: true))
using Content.Server.Administration.Logs;
using Content.Server.Administration.Managers;
using Content.Server.Chat.Managers;
+using Content.Server.Examine;
using Content.Server.GameTicking;
using Content.Server.Speech.Components;
using Content.Server.Speech.EntitySystems;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Database;
+using Content.Shared.Examine;
using Content.Shared.Ghost;
using Content.Shared.Humanoid;
using Content.Shared.IdentityManagement;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ReplacementAccentSystem _wordreplacement = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
+ [Dependency] private readonly ExamineSystemShared _examineSystem = default!;
public const int VoiceRange = 10; // how far voice goes in world units
public const int WhisperClearRange = 2; // how far whisper goes while still being understandable, in world units
if (data.Range <= WhisperClearRange)
_chatManager.ChatMessageToOne(ChatChannel.Whisper, message, wrappedMessage, source, false, session.Channel);
//If listener is too far, they only hear fragments of the message
- //Collisiongroup.Opaque is not ideal for this use. Preferably, there should be a check specifically with "Can Ent1 see Ent2" in mind
- else if (_interactionSystem.InRangeUnobstructed(source, listener, WhisperMuffledRange, Shared.Physics.CollisionGroup.Opaque)) //Shared.Physics.CollisionGroup.Opaque
+ else if (_examineSystem.InRangeUnOccluded(source, listener, WhisperMuffledRange))
_chatManager.ChatMessageToOne(ChatChannel.Whisper, obfuscatedMessage, wrappedobfuscatedMessage, source, false, session.Channel);
//If listener is too far and has no line of sight, they can't identify the whisperer's identity
else
using Content.Server.Popups;
using Content.Server.Stunnable;
using Content.Shared.Administration;
+using Content.Shared.Examine;
using Content.Shared.Instruments;
using Content.Shared.Instruments.UI;
using Content.Shared.Physics;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly InteractionSystem _interactions = default!;
+ [Dependency] private readonly ExamineSystemShared _examineSystem = default!;
private const float MaxInstrumentBandRange = 10f;
continue;
// Maybe a bit expensive but oh well GetBands is queued and has a timer anyway.
- // Make sure the instrument is visible, uses the Opaque collision group so this works across windows etc.
- if (!_interactions.InRangeUnobstructed(uid, entity, MaxInstrumentBandRange,
- CollisionGroup.Opaque, e => e == playerUid || e == originPlayer))
+ // Make sure the instrument is visible
+ if (!_examineSystem.InRangeUnOccluded(uid, entity, MaxInstrumentBandRange, e => e == playerUid || e == originPlayer))
continue;
if (!metadataQuery.TryGetComponent(playerUid, out var playerMetadata)