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>
This commit is contained in:
Nemanja
2025-06-25 09:13:03 -04:00
committed by GitHub
parent 6cffa8aabe
commit 524725d378
79 changed files with 849 additions and 897 deletions

View File

@@ -10,7 +10,7 @@ using Content.Shared.Damage;
using Content.Shared.Examine;
using Content.Shared.Gravity;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
@@ -49,6 +49,7 @@ public abstract partial class SharedGunSystem : EntitySystem
[Dependency] protected readonly ISharedAdminLogManager Logs = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] protected readonly ExamineSystemShared Examine = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
[Dependency] private readonly RechargeBasicEntityAmmoSystem _recharge = default!;
[Dependency] protected readonly SharedActionsSystem Actions = default!;
@@ -173,8 +174,7 @@ public abstract partial class SharedGunSystem : EntitySystem
gunEntity = default;
gunComp = null;
if (EntityManager.TryGetComponent(entity, out HandsComponent? hands) &&
hands.ActiveHandEntity is { } held &&
if (_hands.GetActiveItem(entity) is { } held &&
TryComp(held, out GunComponent? gun))
{
gunEntity = held;