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:
@@ -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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
Reference in New Issue
Block a user