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
This commit is contained in:
Nemanja
2024-05-31 16:26:19 -04:00
committed by GitHub
parent c4291920a6
commit a1a8f04036
72 changed files with 312 additions and 165 deletions

View File

@@ -34,7 +34,7 @@ public sealed class AbsorbentSystem : SharedAbsorbentSystem
base.Initialize();
SubscribeLocalEvent<AbsorbentComponent, ComponentInit>(OnAbsorbentInit);
SubscribeLocalEvent<AbsorbentComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<AbsorbentComponent, InteractNoHandEvent>(OnInteractNoHand);
SubscribeLocalEvent<AbsorbentComponent, UserActivateInWorldEvent>(OnActivateInWorld);
SubscribeLocalEvent<AbsorbentComponent, SolutionContainerChangedEvent>(OnAbsorbentSolutionChange);
}
@@ -84,12 +84,12 @@ public sealed class AbsorbentSystem : SharedAbsorbentSystem
Dirty(uid, component);
}
private void OnInteractNoHand(EntityUid uid, AbsorbentComponent component, InteractNoHandEvent args)
private void OnActivateInWorld(EntityUid uid, AbsorbentComponent component, UserActivateInWorldEvent args)
{
if (args.Handled || args.Target == null)
if (args.Handled)
return;
Mop(uid, args.Target.Value, uid, component);
Mop(uid, args.Target, uid, component);
args.Handled = true;
}