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

---------

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

@@ -40,6 +40,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
SubscribeLocalEvent<CanWeightlessMoveEvent>(OnWeightlessMove);
SubscribeAllEvent<RequestGrapplingReelMessage>(OnGrapplingReel);
// TODO: After step trigger refactor, dropping a grappling gun should manually try and activate step triggers it's suppressing.
SubscribeLocalEvent<GrapplingGunComponent, GunShotEvent>(OnGrapplingShot);
SubscribeLocalEvent<GrapplingGunComponent, ActivateInWorldEvent>(OnGunActivate);
SubscribeLocalEvent<GrapplingGunComponent, HandDeselectedEvent>(OnGrapplingDeselected);
@@ -203,6 +204,25 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
}
}
/// <summary>
/// Checks whether the entity is hooked to something via grappling gun.
/// </summary>
/// <param name="entity">Entity to check.</param>
/// <returns>True if hooked, false otherwise.</returns>
public bool IsEntityHooked(Entity<JointRelayTargetComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return false;
foreach (var uid in entity.Comp.Relayed)
{
if (HasComp<GrapplingGunComponent>(uid))
return true;
}
return false;
}
private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args)
{
if (!Timing.IsFirstTimePredicted)