Revolver fixes for caseless ammo and wielding (#30117)

* handled check

* splits Handled and TryResetDelay checks
This commit is contained in:
Kaga-404
2024-08-01 22:43:11 -07:00
committed by GitHub
parent 4179821ffa
commit 745d90ad73

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@@ -9,6 +9,8 @@ using Robust.Shared.Utility;
using System; using System;
using System.Linq; using System.Linq;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Wieldable;
using Content.Shared.Wieldable.Components;
using JetBrains.Annotations; using JetBrains.Annotations;
namespace Content.Shared.Weapons.Ranged.Systems; namespace Content.Shared.Weapons.Ranged.Systems;
@@ -31,9 +33,14 @@ public partial class SharedGunSystem
private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args) private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args)
{ {
if (args.Handled)
return;
if (!_useDelay.TryResetDelay(uid)) if (!_useDelay.TryResetDelay(uid))
return; return;
args.Handled = true;
Cycle(component); Cycle(component);
UpdateAmmoCount(uid, prediction: false); UpdateAmmoCount(uid, prediction: false);
Dirty(uid, component); Dirty(uid, component);
@@ -393,10 +400,14 @@ public partial class SharedGunSystem
args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned))); args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
if (cartridge.DeleteOnSpawn) if (cartridge.DeleteOnSpawn)
{
component.AmmoSlots[index] = null;
component.Chambers[index] = null; component.Chambers[index] = null;
}
} }
else else
{ {
component.AmmoSlots[index] = null;
component.Chambers[index] = null; component.Chambers[index] = null;
args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value))); args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
} }