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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@@ -108,10 +108,10 @@ public sealed partial class ActivatableUISystem : EntitySystem
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if (component.InHandsOnly)
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{
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if (!_hands.IsHolding(args.User, uid, out var hand, args.Hands))
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if (!_hands.IsHolding((args.User, args.Hands), uid, out var hand ))
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return false;
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if (component.RequireActiveHand && args.Hands.ActiveHand != hand)
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if (component.RequireActiveHand && args.Hands.ActiveHandId != hand)
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return false;
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}
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}
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@@ -202,10 +202,10 @@ public sealed partial class ActivatableUISystem : EntitySystem
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if (!TryComp(user, out HandsComponent? hands))
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return false;
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if (!_hands.IsHolding(user, uiEntity, out var hand, hands))
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if (!_hands.IsHolding((user, hands), uiEntity, out var hand))
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return false;
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if (aui.RequireActiveHand && hands.ActiveHand != hand)
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if (aui.RequireActiveHand && hands.ActiveHandId != hand)
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return false;
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}
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