Gun cleanup (#18682)
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@@ -56,8 +56,6 @@ public abstract partial class SharedGunSystem : EntitySystem
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[Dependency] protected readonly TagSystem TagSystem = default!;
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[Dependency] protected readonly ThrowingSystem ThrowingSystem = default!;
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protected ISawmill Sawmill = default!;
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private const float InteractNextFire = 0.3f;
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private const double SafetyNextFire = 0.5;
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private const float EjectOffset = 0.4f;
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@@ -67,8 +65,6 @@ public abstract partial class SharedGunSystem : EntitySystem
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public override void Initialize()
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{
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Sawmill = Logger.GetSawmill("gun");
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Sawmill.Level = LogLevel.Info;
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SubscribeAllEvent<RequestShootEvent>(OnShootRequest);
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SubscribeAllEvent<RequestStopShootEvent>(OnStopShootRequest);
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SubscribeLocalEvent<GunComponent, MeleeHitEvent>(OnGunMelee);
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@@ -136,7 +132,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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return;
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gun.ShootCoordinates = msg.Coordinates;
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Sawmill.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
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Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
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AttemptShoot(user.Value, ent, gun);
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}
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@@ -193,10 +189,10 @@ public abstract partial class SharedGunSystem : EntitySystem
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if (gun.ShotCounter == 0)
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return;
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Sawmill.Debug($"Stopped shooting {ToPrettyString(uid)}");
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Log.Debug($"Stopped shooting {ToPrettyString(uid)}");
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gun.ShotCounter = 0;
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gun.ShootCoordinates = null;
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Dirty(gun);
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Dirty(uid, gun);
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}
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/// <summary>
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@@ -253,7 +249,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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}
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// NextFire has been touched regardless so need to dirty the gun.
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Dirty(gun);
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Dirty(gunUid, gun);
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// Get how many shots we're actually allowed to make, due to clip size or otherwise.
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// Don't do this in the loop so we still reset NextFire.
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