Update trivial components to use auto comp states (#20539)
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@@ -20,7 +20,6 @@ using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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@@ -65,8 +64,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
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SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
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SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
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SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
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@@ -223,25 +220,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
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}
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private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
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{
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args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack, component.ClickAnimation, component.WideAnimation, component.Range);
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}
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private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MeleeWeaponComponentState state)
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return;
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component.Attacking = state.Attacking;
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component.AttackRate = state.AttackRate;
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component.NextAttack = state.NextAttack;
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component.ClickAnimation = state.ClickAnimation;
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component.WideAnimation = state.WideAnimation;
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component.Range = state.Range;
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}
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/// <summary>
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/// Gets the total damage a weapon does, including modifiers like wielding and enablind/disabling
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/// </summary>
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@@ -427,13 +405,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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{
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case LightAttackEvent light:
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DoLightAttack(user, light, weaponUid, weapon, session);
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animation = weapon.ClickAnimation;
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animation = weapon.Animation;
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break;
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case DisarmAttackEvent disarm:
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if (!DoDisarm(user, disarm, weaponUid, weapon, session))
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return false;
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animation = weapon.ClickAnimation;
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animation = weapon.Animation;
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break;
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case HeavyAttackEvent heavy:
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if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
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