Fix drop/equip code (#8336)
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@@ -66,17 +66,24 @@ public abstract partial class SharedHandsSystem : EntitySystem
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var entity = hand.HeldEntity!.Value;
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DoDrop(uid, hand, doDropInteraction: doDropInteraction, handsComp);
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var xform = Transform(uid);
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var userXform = Transform(uid);
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var itemXform = Transform(entity);
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var isInContainer = _containerSystem.IsEntityInContainer(uid);
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if (targetDropLocation == null)
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if (targetDropLocation == null || isInContainer)
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{
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// If user is in a container, drop item into that container. Otherwise, attach to grid or map.\
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// TODO recursively check upwards for containers
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Transform(entity).AttachParentToContainerOrGrid(EntityManager);
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if (!isInContainer
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|| !_containerSystem.TryGetContainingContainer(userXform.ParentUid, uid, out var container, skipExistCheck: true)
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|| !container.Insert(entity, EntityManager, itemXform))
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itemXform.AttachToGridOrMap();
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return true;
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}
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var target = targetDropLocation.Value.ToMap(EntityManager);
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Transform(entity).WorldPosition = GetFinalDropCoordinates(uid, xform.MapPosition, target);
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itemXform.WorldPosition = GetFinalDropCoordinates(uid, userXform.MapPosition, target);
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return true;
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}
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@@ -1,6 +1,7 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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@@ -144,8 +145,16 @@ public abstract partial class InventorySystem
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return;
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}
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if (_handsSystem.CanDropHeld(actor, hands.ActiveHand!, checkActionBlocker: false))
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory);
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if (!_handsSystem.CanDropHeld(actor, hands.ActiveHand!, checkActionBlocker: false))
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return;
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var gotUnequipped = new GotUnequippedHandEvent(actor, held.Value, hands.ActiveHand!);
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var didUnequip = new DidUnequipHandEvent(actor, held.Value, hands.ActiveHand!);
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RaiseLocalEvent(held.Value, gotUnequipped, false);
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RaiseLocalEvent(actor, didUnequip);
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RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor), false);
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true);
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}
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public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
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