HandsSystem Refactor (#38438)
* checkpoint * pt 2 * pt... i forgot * pt 4 * patch * More test fixes * optimization!!! * the REAL hand system * fix RetractableItemActionSystem.cs oversight * the review * test * remove test usage of body prototype * Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * hellcode * hellcode 2 * Minor cleanup * test * Chasing the last of the bugs * changes --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
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@@ -68,11 +68,15 @@ public sealed class TrayScannerSystem : SharedTrayScannerSystem
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foreach (var hand in _hands.EnumerateHands(player.Value))
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{
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if (!scannerQuery.TryGetComponent(hand.HeldEntity, out var heldScanner) || !heldScanner.Enabled)
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if (!_hands.TryGetHeldItem(player.Value, hand, out var heldEntity))
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continue;
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if (!scannerQuery.TryGetComponent(heldEntity, out var heldScanner) || !heldScanner.Enabled)
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continue;
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range = MathF.Max(heldScanner.Range, range);
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canSee = true;
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break;
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}
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inRange = new HashSet<Entity<SubFloorHideComponent>>();
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