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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@@ -83,7 +83,7 @@ public abstract partial class InventorySystem
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if (!TryComp(actor, out InventoryComponent? inventory) || !TryComp<HandsComponent>(actor, out var hands))
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return;
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var held = hands.ActiveHandEntity;
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var held = _handsSystem.GetActiveItem((actor, hands));
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TryGetSlotEntity(actor, ev.Slot, out var itemUid, inventory);
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// attempt to perform some interaction
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@@ -115,7 +115,7 @@ public abstract partial class InventorySystem
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return;
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}
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if (!_handsSystem.CanDropHeld(actor, hands.ActiveHand!, checkActionBlocker: false))
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if (!_handsSystem.CanDropHeld(actor, hands.ActiveHandId!, checkActionBlocker: false))
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return;
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RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor));
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