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