Wieldable/two-handed weapons (#4554)

* wielding kinda works

* rough out all the edges, wielding works nicely

* popups + loc

* increase damage & extra damage against whitelist

* small fixes

* forgot to actually do that

* reviews

* reviews + thing

* use resistances and not extradamageagainstwhitelist

* slashy

* make increasedamageonwield and melee hit events work with modifiersets

* Silly individual
This commit is contained in:
mirrorcult
2021-09-17 07:16:11 -07:00
committed by GitHub
parent 078a62762f
commit 62f6c8dd8e
36 changed files with 719 additions and 161 deletions

View File

@@ -1,10 +1,11 @@
using Content.Shared.Alert;
using Content.Shared.Hands;
using Content.Shared.Physics.Pull;
using Content.Shared.Pulling.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Shared.Pulling
namespace Content.Shared.Pulling.Systems
{
[UsedImplicitly]
public sealed class SharedPullerSystem : EntitySystem
@@ -15,6 +16,21 @@ namespace Content.Shared.Pulling
SubscribeLocalEvent<SharedPullerComponent, PullStartedMessage>(PullerHandlePullStarted);
SubscribeLocalEvent<SharedPullerComponent, PullStoppedMessage>(PullerHandlePullStopped);
SubscribeLocalEvent<SharedPullerComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
}
private void OnVirtualItemDeleted(EntityUid uid, SharedPullerComponent component, VirtualItemDeletedEvent args)
{
if (component.Pulling == null)
return;
if (component.Pulling == EntityManager.GetEntity(args.BlockingEntity));
{
if (ComponentManager.TryGetComponent<SharedPullableComponent>(args.BlockingEntity, out var comp))
{
comp.TryStopPull(EntityManager.GetEntity(uid));
}
}
}
private static void PullerHandlePullStarted(