Being grappled with a grapple gun allows you to cross chasms (#39983)

* Being grappled with a grapple gun allows you to cross chasms

Closes #31698

* Update Content.Shared/Weapons/Misc/SharedGrapplingGunSystem.cs

* AAAAAAAAAAAAAAAAA

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Hayden
2025-09-07 18:34:00 -06:00
committed by GitHub
parent 946e9cc2cd
commit 2315ea6ac2
2 changed files with 28 additions and 3 deletions

View File

@@ -1,11 +1,9 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
using Content.Shared.Movement.Events;
using Content.Shared.StepTrigger.Systems;
using Robust.Shared.Audio;
using Content.Shared.Weapons.Misc;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Shared.Chasm;
@@ -19,6 +17,7 @@ public sealed class ChasmSystem : EntitySystem
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedGrapplingGunSystem _grapple = default!;
public override void Initialize()
{
@@ -69,6 +68,12 @@ public sealed class ChasmSystem : EntitySystem
private void OnStepTriggerAttempt(EntityUid uid, ChasmComponent component, ref StepTriggerAttemptEvent args)
{
if (_grapple.IsEntityHooked(args.Tripper))
{
args.Cancelled = true;
return;
}
args.Continue = true;
}