Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
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@@ -4,6 +4,7 @@ using Content.Server.Interaction;
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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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using Content.Shared.Interaction.Components;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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@@ -64,6 +65,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
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{
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user = sEntities.SpawnEntity(null, coords);
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sEntities.EnsureComponent<HandsComponent>(user);
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sEntities.EnsureComponent<ComplexInteractionComponent>(user);
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handSys.AddHand(user, "hand", HandLocation.Left);
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target = sEntities.SpawnEntity(null, coords);
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item = sEntities.SpawnEntity(null, coords);
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@@ -205,6 +207,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
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{
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user = sEntities.SpawnEntity(null, coords);
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sEntities.EnsureComponent<HandsComponent>(user);
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sEntities.EnsureComponent<ComplexInteractionComponent>(user);
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handSys.AddHand(user, "hand", HandLocation.Left);
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target = sEntities.SpawnEntity(null, new MapCoordinates(new Vector2(SharedInteractionSystem.InteractionRange - 0.1f, 0), mapId));
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item = sEntities.SpawnEntity(null, coords);
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@@ -347,6 +350,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
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{
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user = sEntities.SpawnEntity(null, coords);
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sEntities.EnsureComponent<HandsComponent>(user);
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sEntities.EnsureComponent<ComplexInteractionComponent>(user);
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handSys.AddHand(user, "hand", HandLocation.Left);
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target = sEntities.SpawnEntity(null, coords);
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item = sEntities.SpawnEntity(null, coords);
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