Remove file delay system.
It didn't work and was replaced by just spamming mouse updates. It caused guns to fire twice on accident.
This commit is contained in:
@@ -2,7 +2,6 @@
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Network;
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@@ -10,7 +9,6 @@ using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Players;
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using Robust.Shared.Timers;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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{
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@@ -23,8 +21,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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public Func<IEntity, bool> UserCanFireHandler;
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public Func<IEntity, bool> UserCanFireHandler;
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public Action<IEntity, GridCoordinates> FireHandler;
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public Action<IEntity, GridCoordinates> FireHandler;
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private const int MaxFireDelayAttempts = 2;
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private bool WeaponCanFire()
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private bool WeaponCanFire()
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{
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{
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return WeaponCanFireHandler == null || WeaponCanFireHandler();
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return WeaponCanFireHandler == null || WeaponCanFireHandler();
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@@ -59,12 +55,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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return;
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return;
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}
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}
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_tryFire(user, msg.Target, 0);
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_tryFire(user, msg.Target);
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break;
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break;
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}
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}
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}
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}
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private void _tryFire(IEntity user, GridCoordinates coordinates, int attemptCount)
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private void _tryFire(IEntity user, GridCoordinates coordinates)
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{
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{
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if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
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if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
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{
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{
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@@ -88,13 +84,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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var span = curTime - _lastFireTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / FireRate)
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if (span.TotalSeconds < 1 / FireRate)
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{
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{
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if (attemptCount >= MaxFireDelayAttempts)
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{
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return;
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}
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Timer.Spawn(TimeSpan.FromSeconds(1 / FireRate) - span,
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() => _tryFire(user, coordinates, attemptCount + 1));
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return;
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return;
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}
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}
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