Bunch of revolver fixes (#19649)
* Bunch of revolver fixes Some stuff wasn't working with prediction so this should fix all of it. * a * fix weh * Also usedelay
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@@ -15,6 +15,7 @@ using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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@@ -61,6 +62,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] protected readonly TagSystem TagSystem = default!;
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[Dependency] protected readonly ThrowingSystem ThrowingSystem = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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private const float InteractNextFire = 0.3f;
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private const double SafetyNextFire = 0.5;
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@@ -408,7 +410,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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/// <summary>
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/// Call this whenever the ammo count for a gun changes.
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/// </summary>
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protected virtual void UpdateAmmoCount(EntityUid uid) {}
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protected virtual void UpdateAmmoCount(EntityUid uid, bool prediction = true) {}
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protected void SetCartridgeSpent(EntityUid uid, CartridgeAmmoComponent cartridge, bool spent)
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{
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