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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@@ -109,16 +109,12 @@ public sealed class PullingSystem : EntitySystem
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// Try find hand that is doing this pull.
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// and clear it.
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foreach (var hand in component.Hands.Values)
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foreach (var held in _handsSystem.EnumerateHeld((uid, component)))
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{
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if (hand.HeldEntity == null
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|| !TryComp(hand.HeldEntity, out VirtualItemComponent? virtualItem)
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|| virtualItem.BlockingEntity != args.PulledUid)
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{
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if (!TryComp(held, out VirtualItemComponent? virtualItem) || virtualItem.BlockingEntity != args.PulledUid)
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continue;
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}
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_handsSystem.TryDrop(args.PullerUid, hand, handsComp: component);
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_handsSystem.TryDrop((args.PullerUid, component), held);
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break;
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}
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}
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