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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@@ -1,7 +1,7 @@
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using System.Numerics;
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using Content.Shared.CombatMode;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Events;
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using Content.Shared.Physics;
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@@ -25,6 +25,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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@@ -80,9 +81,11 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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private void OnGrapplingReel(RequestGrapplingReelMessage msg, EntitySessionEventArgs args)
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{
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var player = args.SenderSession.AttachedEntity;
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if (!TryComp<HandsComponent>(player, out var hands) ||
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!TryComp<GrapplingGunComponent>(hands.ActiveHandEntity, out var grappling))
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if (args.SenderSession.AttachedEntity is not { } player)
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return;
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if (!_hands.TryGetActiveItem(player, out var activeItem) ||
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!TryComp<GrapplingGunComponent>(activeItem, out var grappling))
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{
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return;
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}
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@@ -94,7 +97,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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return;
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}
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SetReeling(hands.ActiveHandEntity.Value, grappling, msg.Reeling, player.Value);
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SetReeling(activeItem.Value, grappling, msg.Reeling, player);
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}
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private void OnWeightlessMove(ref CanWeightlessMoveEvent ev)
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