Remove gun .Owners (#14585)

This commit is contained in:
metalgearsloth
2023-03-11 20:08:22 +11:00
committed by GitHub
parent 19f5c403b5
commit 330bb7bb14
18 changed files with 333 additions and 280 deletions

View File

@@ -33,7 +33,7 @@ public abstract partial class SharedGunSystem
AlternativeVerb verb = new()
{
Act = () => SelectFire(component, nextMode, args.User),
Act = () => SelectFire(uid, component, nextMode, args.User),
Text = Loc.GetString("gun-selector-verb", ("mode", GetLocSelector(nextMode))),
Icon = new SpriteSpecifier.Texture(new ResourcePath("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
};
@@ -47,7 +47,9 @@ public abstract partial class SharedGunSystem
foreach (var mode in Enum.GetValues<SelectiveFire>())
{
if ((mode & component.AvailableModes) == 0x0) continue;
if ((mode & component.AvailableModes) == 0x0)
continue;
modes.Add(mode);
}
@@ -55,9 +57,10 @@ public abstract partial class SharedGunSystem
return modes[(index + 1) % modes.Count];
}
private void SelectFire(GunComponent component, SelectiveFire fire, EntityUid? user = null)
private void SelectFire(EntityUid uid, GunComponent component, SelectiveFire fire, EntityUid? user = null)
{
if (component.SelectedMode == fire) return;
if (component.SelectedMode == fire)
return;
DebugTools.Assert((component.AvailableModes & fire) != 0x0);
component.SelectedMode = fire;
@@ -69,22 +72,23 @@ public abstract partial class SharedGunSystem
else
component.NextFire += cooldown;
Audio.PlayPredicted(component.SoundModeToggle, component.Owner, user);
Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), component.Owner, user);
Audio.PlayPredicted(component.SoundModeToggle, uid, user);
Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
Dirty(component);
}
/// <summary>
/// Cycles the gun's <see cref="SelectiveFire"/> to the next available one.
/// </summary>
public void CycleFire(GunComponent component, EntityUid? user = null)
public void CycleFire(EntityUid uid, GunComponent component, EntityUid? user = null)
{
// Noop
if (component.SelectedMode == component.AvailableModes) return;
if (component.SelectedMode == component.AvailableModes)
return;
DebugTools.Assert((component.AvailableModes & component.SelectedMode) == component.SelectedMode);
var nextMode = GetNextMode(component);
SelectFire(component, nextMode, user);
SelectFire(uid, component, nextMode, user);
}
// TODO: Actions need doing for guns anyway.
@@ -95,6 +99,6 @@ public abstract partial class SharedGunSystem
private void OnCycleMode(EntityUid uid, GunComponent component, CycleModeEvent args)
{
SelectFire(component, args.Mode, args.Performer);
SelectFire(uid, component, args.Mode, args.Performer);
}
}