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>
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@@ -1,11 +1,9 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.StepTrigger.Systems;
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using Robust.Shared.Audio;
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using Content.Shared.Weapons.Misc;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.Chasm;
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@@ -19,6 +17,7 @@ public sealed class ChasmSystem : EntitySystem
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedGrapplingGunSystem _grapple = default!;
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public override void Initialize()
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{
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@@ -69,6 +68,12 @@ public sealed class ChasmSystem : EntitySystem
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private void OnStepTriggerAttempt(EntityUid uid, ChasmComponent component, ref StepTriggerAttemptEvent args)
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{
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if (_grapple.IsEntityHooked(args.Tripper))
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{
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args.Cancelled = true;
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return;
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}
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args.Continue = true;
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}
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@@ -40,6 +40,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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SubscribeLocalEvent<CanWeightlessMoveEvent>(OnWeightlessMove);
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SubscribeAllEvent<RequestGrapplingReelMessage>(OnGrapplingReel);
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// TODO: After step trigger refactor, dropping a grappling gun should manually try and activate step triggers it's suppressing.
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SubscribeLocalEvent<GrapplingGunComponent, GunShotEvent>(OnGrapplingShot);
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SubscribeLocalEvent<GrapplingGunComponent, ActivateInWorldEvent>(OnGunActivate);
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SubscribeLocalEvent<GrapplingGunComponent, HandDeselectedEvent>(OnGrapplingDeselected);
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@@ -203,6 +204,25 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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}
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}
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/// <summary>
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/// Checks whether the entity is hooked to something via grappling gun.
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/// </summary>
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/// <param name="entity">Entity to check.</param>
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/// <returns>True if hooked, false otherwise.</returns>
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public bool IsEntityHooked(Entity<JointRelayTargetComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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foreach (var uid in entity.Comp.Relayed)
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{
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if (HasComp<GrapplingGunComponent>(uid))
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return true;
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}
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return false;
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}
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private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args)
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{
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if (!Timing.IsFirstTimePredicted)
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