Fix fingerprint transfer on weapon attack (#30257)

* Fix fingerprint transfer on weapon attack

* Switch to just not raising the event

* one more
This commit is contained in:
themias
2024-07-30 04:35:30 -04:00
committed by GitHub
parent 517598f72d
commit 648f94f4bb
2 changed files with 5 additions and 5 deletions

View File

@@ -952,7 +952,7 @@ namespace Content.Shared.Interaction
RaiseLocalEvent(target, interactUsingEvent, true); RaiseLocalEvent(target, interactUsingEvent, true);
DoContactInteraction(user, used, interactUsingEvent); DoContactInteraction(user, used, interactUsingEvent);
DoContactInteraction(user, target, interactUsingEvent); DoContactInteraction(user, target, interactUsingEvent);
DoContactInteraction(used, target, interactUsingEvent); // Contact interactions are currently only used for forensics, so we don't raise used -> target
if (interactUsingEvent.Handled) if (interactUsingEvent.Handled)
return; return;
@@ -973,7 +973,7 @@ namespace Content.Shared.Interaction
if (canReach) if (canReach)
{ {
DoContactInteraction(user, target, afterInteractEvent); DoContactInteraction(user, target, afterInteractEvent);
DoContactInteraction(used, target, afterInteractEvent); // Contact interactions are currently only used for forensics, so we don't raise used -> target
} }
if (afterInteractEvent.Handled) if (afterInteractEvent.Handled)
@@ -989,7 +989,7 @@ namespace Content.Shared.Interaction
if (canReach) if (canReach)
{ {
DoContactInteraction(user, target, afterInteractUsingEvent); DoContactInteraction(user, target, afterInteractUsingEvent);
DoContactInteraction(used, target, afterInteractUsingEvent); // Contact interactions are currently only used for forensics, so we don't raise used -> target
} }
} }

View File

@@ -485,7 +485,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var weapon = GetEntity(ev.Weapon); var weapon = GetEntity(ev.Weapon);
Interaction.DoContactInteraction(weapon, target); // We skip weapon -> target interaction, as forensics system applies DNA on hit
Interaction.DoContactInteraction(user, weapon); Interaction.DoContactInteraction(user, weapon);
// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a // If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
@@ -616,7 +616,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// For stuff that cares about it being attacked. // For stuff that cares about it being attacked.
foreach (var target in targets) foreach (var target in targets)
{ {
Interaction.DoContactInteraction(weapon, target); // We skip weapon -> target interaction, as forensics system applies DNA on hit
// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a // If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
// somewhat messy scuffle. See also, light attacks. // somewhat messy scuffle. See also, light attacks.