Fix forensics not being applied to held items (#30609)

* Initial commit

* Fix merge changes

* sloth comment: bitmask

* fix MIA parameter

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
SlamBamActionman
2025-04-19 03:02:41 +02:00
committed by GitHub
parent 00c4833c9a
commit a44baec417
7 changed files with 52 additions and 22 deletions

View File

@@ -97,7 +97,7 @@ public abstract partial class InventorySystem
// unequip the item.
if (itemUid != null)
{
if (!TryUnequip(actor, ev.Slot, out var item, predicted: true, inventory: inventory, checkDoafter: true))
if (!TryUnequip(actor, ev.Slot, out var item, predicted: true, inventory: inventory, checkDoafter: true, triggerHandContact: true))
return;
_handsSystem.PickupOrDrop(actor, item.Value);
@@ -120,15 +120,15 @@ public abstract partial class InventorySystem
RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor));
TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true, checkDoafter: true);
TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true, checkDoafter: true, triggerHandContact: true);
}
public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
InventoryComponent? inventory = null, ClothingComponent? clothing = null, bool checkDoafter = false) =>
TryEquip(uid, uid, itemUid, slot, silent, force, predicted, inventory, clothing, checkDoafter);
InventoryComponent? inventory = null, ClothingComponent? clothing = null, bool checkDoafter = false, bool triggerHandContact = false) =>
TryEquip(uid, uid, itemUid, slot, silent, force, predicted, inventory, clothing, checkDoafter, triggerHandContact);
public bool TryEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
InventoryComponent? inventory = null, ClothingComponent? clothing = null, bool checkDoafter = false)
InventoryComponent? inventory = null, ClothingComponent? clothing = null, bool checkDoafter = false, bool triggerHandContact = false)
{
if (!Resolve(target, ref inventory, false))
{
@@ -190,6 +190,10 @@ public abstract partial class InventorySystem
_audio.PlayPredicted(clothing.EquipSound, target, actor);
}
// If new gloves are equipped, trigger OnContactInteraction for held items
if (triggerHandContact && !((slotDefinition.SlotFlags & SlotFlags.GLOVES) == 0))
TriggerHandContactInteraction(target);
Dirty(target, inventory);
_movementSpeed.RefreshMovementSpeedModifiers(target);
@@ -320,9 +324,10 @@ public abstract partial class InventorySystem
InventoryComponent? inventory = null,
ClothingComponent? clothing = null,
bool reparent = true,
bool checkDoafter = false)
bool checkDoafter = false,
bool triggerHandContact = false)
{
return TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing, reparent, checkDoafter);
return TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing, reparent, checkDoafter, triggerHandContact);
}
public bool TryUnequip(
@@ -335,9 +340,10 @@ public abstract partial class InventorySystem
InventoryComponent? inventory = null,
ClothingComponent? clothing = null,
bool reparent = true,
bool checkDoafter = false)
bool checkDoafter = false,
bool triggerHandContact = false)
{
return TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, clothing, reparent, checkDoafter);
return TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, clothing, reparent, checkDoafter, triggerHandContact);
}
public bool TryUnequip(
@@ -350,9 +356,10 @@ public abstract partial class InventorySystem
InventoryComponent? inventory = null,
ClothingComponent? clothing = null,
bool reparent = true,
bool checkDoafter = false)
bool checkDoafter = false,
bool triggerHandContact = false)
{
return TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing, reparent, checkDoafter);
return TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing, reparent, checkDoafter, triggerHandContact);
}
public bool TryUnequip(
@@ -366,7 +373,8 @@ public abstract partial class InventorySystem
InventoryComponent? inventory = null,
ClothingComponent? clothing = null,
bool reparent = true,
bool checkDoafter = false)
bool checkDoafter = false,
bool triggerHandContact = false)
{
var itemsDropped = 0;
return TryUnequip(actor, target, slot, out removedItem, ref itemsDropped,
@@ -385,7 +393,8 @@ public abstract partial class InventorySystem
InventoryComponent? inventory = null,
ClothingComponent? clothing = null,
bool reparent = true,
bool checkDoafter = false)
bool checkDoafter = false,
bool triggerHandContact = false)
{
removedItem = null;
@@ -476,6 +485,10 @@ public abstract partial class InventorySystem
_audio.PlayPredicted(clothing.UnequipSound, target, actor);
}
// If gloves are unequipped, OnContactInteraction should trigger for held items
if (triggerHandContact && !((slotDefinition.SlotFlags & SlotFlags.GLOVES) == 0))
TriggerHandContactInteraction(target);
Dirty(target, inventory);
_movementSpeed.RefreshMovementSpeedModifiers(target);
@@ -551,4 +564,12 @@ public abstract partial class InventorySystem
entityUid = container.ContainedEntity;
return entityUid != null;
}
public void TriggerHandContactInteraction(EntityUid uid)
{
foreach (var item in _handsSystem.EnumerateHeld(uid))
{
_interactionSystem.DoContactInteraction(uid, item);
}
}
}