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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@@ -116,7 +116,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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private void OnGunActivate(EntityUid uid, GrapplingGunComponent component, ActivateInWorldEvent args)
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{
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if (!Timing.IsFirstTimePredicted || args.Handled)
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if (!Timing.IsFirstTimePredicted || args.Handled || !args.Complex)
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return;
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if (Deleted(component.Projectile))
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