Also fixed a typo.
continue;
var ev = new GetExplosionResistanceEvent(explosionType.ID);
- RaiseLocalEvent(uid, ev, false);
+ RaiseLocalEvent(uid, ref ev);
damagePerIntensity += value * Math.Max(0, ev.DamageCoefficient);
}
if (damage != null && damageQuery.TryGetComponent(uid, out var damageable))
{
var ev = new GetExplosionResistanceEvent(id);
- RaiseLocalEvent(uid, ev, false);
+ RaiseLocalEvent(uid, ref ev, false);
ev.DamageCoefficient = Math.Max(0, ev.DamageCoefficient);
SubscribeLocalEvent<ExplosionResistanceComponent, GetExplosionResistanceEvent>(OnGetResistance);
// as long as explosion-resistance mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
- SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>((e, c, ev) => OnGetResistance(e, c, ev.Args));
+ SubscribeLocalEvent<ExplosionResistanceComponent, InventoryRelayedEvent<GetExplosionResistanceEvent>>(RelayedResistance);
SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
_pathfindingSystem.PauseUpdating = false;
}
- private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, GetExplosionResistanceEvent args)
+ private void RelayedResistance(EntityUid uid, ExplosionResistanceComponent component,
+ InventoryRelayedEvent<GetExplosionResistanceEvent> args)
+ {
+ var a = args.Args;
+ OnGetResistance(uid, component, ref a);
+ }
+
+ private void OnGetResistance(EntityUid uid, ExplosionResistanceComponent component, ref GetExplosionResistanceEvent args)
{
args.DamageCoefficient *= component.DamageCoefficient;
- if (component.Modifiers.TryGetValue(args.ExplotionPrototype, out var modifier))
+ if (component.Modifiers.TryGetValue(args.ExplosionPrototype, out var modifier))
args.DamageCoefficient *= modifier;
}
/// Raised directed at an entity to determine its explosion resistance, probably right before it is about to be
/// damaged by one.
/// </summary>
-public sealed class GetExplosionResistanceEvent : EntityEventArgs, IInventoryRelayEvent
+[ByRefEvent]
+public record struct GetExplosionResistanceEvent(string ExplosionPrototype) : IInventoryRelayEvent
{
/// <summary>
/// A coefficient applied to overall explosive damage.
/// </summary>
public float DamageCoefficient = 1;
- public readonly string ExplotionPrototype;
+ public readonly string ExplosionPrototype = ExplosionPrototype;
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
-
- public GetExplosionResistanceEvent(string id)
- {
- ExplotionPrototype = id;
- }
}
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(RelayInventoryEvent);
- SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RelayInventoryEvent);
+ SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeStripEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, SeeIdentityAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetStrippingVerbs);
}
- protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : EntityEventArgs, IInventoryRelayEvent
+ protected void RefRelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, ref T args) where T : IInventoryRelayEvent
+ {
+ // Just so I don't have to update 20 morbillion events at once.
+ if (args.TargetSlots == SlotFlags.NONE)
+ return;
+
+ var containerEnumerator = new ContainerSlotEnumerator(uid, component.TemplateId, _prototypeManager, this, args.TargetSlots);
+ var ev = new InventoryRelayedEvent<T>(args);
+ while (containerEnumerator.MoveNext(out var container))
+ {
+ if (!container.ContainedEntity.HasValue) continue;
+ RaiseLocalEvent(container.ContainedEntity.Value, ev, broadcast: false);
+ }
+ }
+
+ protected void RelayInventoryEvent<T>(EntityUid uid, InventoryComponent component, T args) where T : IInventoryRelayEvent
{
if (args.TargetSlots == SlotFlags.NONE)
return;
/// happens to be a dead mouse. Clothing that wishes to modify movement speed must subscribe to
/// InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>
/// </remarks>
-public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs where TEvent : EntityEventArgs
+public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
{
public readonly TEvent Args;
SubscribeLocalEvent<SubFloorHideComponent, GetExplosionResistanceEvent>(OnGetExplosionResistance);
}
- private void OnGetExplosionResistance(EntityUid uid, SubFloorHideComponent component, GetExplosionResistanceEvent args)
+ private void OnGetExplosionResistance(EntityUid uid, SubFloorHideComponent component, ref GetExplosionResistanceEvent args)
{
if (component.BlockInteractions && component.IsUnderCover)
args.DamageCoefficient = 0;