RangedWeapon now ignite plasma when shoot (#3746)

* RangedWeapon now ignite plasma on shoot

* Apply review

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
komunre
2021-04-08 08:43:43 -04:00
committed by GitHub
parent c8839127f2
commit 69533a15d8

View File

@@ -1,4 +1,4 @@
using System;
using System;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
@@ -21,6 +21,7 @@ using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
using Content.Server.Atmos;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
@@ -40,6 +41,10 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
[DataField("clumsyExplodeChance")]
public float ClumsyExplodeChance { get; set; } = 0.5f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canHotspot")]
private bool _canHotspot = true;
public Func<bool>? WeaponCanFireHandler;
public Func<IEntity, bool>? UserCanFireHandler;
public Action<IEntity, Vector2>? FireHandler;
@@ -174,6 +179,10 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
return;
}
if (_canHotspot && user.Transform.Coordinates.TryGetTileAtmosphere(out var tile))
{
tile.HotspotExpose(700, 50);
}
FireHandler?.Invoke(user, targetPos);
}