6
2025-08-05 10:00:54 +03:00

47 lines
1.5 KiB
C#

using Content.Shared.Atmos;
using Content.Shared.Camera;
using Content.Shared.Hands.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Ranged.Events;
namespace Content.Shared.Hands.EntitySystems;
public abstract partial class SharedHandsSystem
{
private void InitializeRelay()
{
SubscribeLocalEvent<HandsComponent, GetEyeOffsetRelayedEvent>(RelayEvent);
SubscribeLocalEvent<HandsComponent, GetEyePvsScaleRelayedEvent>(RelayEvent);
SubscribeLocalEvent<HandsComponent, RefreshMovementSpeedModifiersEvent>(RelayEvent);
// By-ref events.
SubscribeLocalEvent<HandsComponent, ExtinguishEvent>(RefRelayEvent);
SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(RefRelayEvent);
SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(RefRelayEvent);
}
private void RelayEvent<T>(Entity<HandsComponent> entity, ref T args) where T : EntityEventArgs
{
CoreRelayEvent(entity, ref args);
}
private void RefRelayEvent<T>(Entity<HandsComponent> entity, ref T args)
{
var ev = CoreRelayEvent(entity, ref args);
args = ev.Args;
}
private HeldRelayedEvent<T> CoreRelayEvent<T>(Entity<HandsComponent> entity, ref T args)
{
var ev = new HeldRelayedEvent<T>(args);
foreach (var held in EnumerateHeld(entity, entity.Comp))
{
RaiseLocalEvent(held, ref ev);
}
return ev;
}
}