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