Gun cleanup (#18682)
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@@ -164,7 +164,7 @@ public sealed partial class GunSystem : SharedGunSystem
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// Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location.
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var coordinates = EntityCoordinates.FromMap(entity, mousePos, TransformSystem, EntityManager);
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Sawmill.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");
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Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");
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EntityManager.RaisePredictiveEvent(new RequestShootEvent
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{
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@@ -59,7 +59,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (!ProtoManager.TryIndex<EntityPrototype>(component.FillProto, out var proto))
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{
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Sawmill.Error($"Unable to find fill prototype for price on {component.FillProto} on {ToPrettyString(uid)}");
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Log.Error($"Unable to find fill prototype for price on {component.FillProto} on {ToPrettyString(uid)}");
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return;
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}
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@@ -50,7 +50,7 @@ public abstract partial class SharedGunSystem
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Audio.PlayPredicted(component.SoundInsert, uid, args.User);
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args.Handled = true;
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UpdateBallisticAppearance(uid, component);
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnBallisticAfterInteract(EntityUid uid, BallisticAmmoProviderComponent component, AfterInteractEvent args)
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@@ -161,7 +161,7 @@ public abstract partial class SharedGunSystem
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRate);
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}
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Dirty(component);
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Dirty(uid, component);
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Audio.PlayPredicted(component.SoundRack, uid, user);
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var shots = GetBallisticShots(component);
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@@ -190,7 +190,7 @@ public abstract partial class SharedGunSystem
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if (component.FillProto != null)
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{
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component.UnspawnedCount = Math.Max(0, component.Capacity - component.Container.ContainedEntities.Count);
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Dirty(component);
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Dirty(uid, component);
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}
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}
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@@ -252,7 +252,7 @@ public abstract partial class SharedGunSystem
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}
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UpdateBallisticAppearance(uid, component);
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnBallisticAmmoCount(EntityUid uid, BallisticAmmoProviderComponent component, ref GetAmmoCountEvent args)
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@@ -18,7 +18,7 @@ public abstract partial class SharedGunSystem
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if (component.Count is null)
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{
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component.Count = component.Capacity;
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Dirty(component);
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Dirty(uid, component);
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}
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UpdateBasicEntityAppearance(uid, component);
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@@ -42,7 +42,7 @@ public abstract partial class SharedGunSystem
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_recharge.Reset(uid);
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UpdateBasicEntityAppearance(uid, component);
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnBasicEntityAmmoCount(EntityUid uid, BasicEntityAmmoProviderComponent component, ref GetAmmoCountEvent args)
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@@ -72,7 +72,7 @@ public abstract partial class SharedGunSystem
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return false;
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component.Count = count;
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Dirty(component);
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Dirty(uid, component);
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UpdateBasicEntityAppearance(uid, component);
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UpdateAmmoCount(uid);
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@@ -68,7 +68,7 @@ public abstract partial class SharedGunSystem
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TakeCharge(uid, component);
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UpdateBatteryAppearance(uid, component);
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Dirty(component);
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Dirty(uid, component);
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}
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private void OnBatteryAmmoCount(EntityUid uid, BatteryAmmoProviderComponent component, ref GetAmmoCountEvent args)
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@@ -127,7 +127,7 @@ public partial class SharedGunSystem
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if (ent == null)
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{
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Sawmill.Error($"Tried to load hitscan into a revolver which is unsupported");
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Log.Error($"Tried to load hitscan into a revolver which is unsupported");
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continue;
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}
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@@ -141,7 +141,7 @@ public partial class SharedGunSystem
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DebugTools.Assert(ammo.Count == 0);
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UpdateRevolverAppearance(revolverUid, component);
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UpdateAmmoCount(uid);
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Dirty(component);
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Dirty(uid, component);
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Audio.PlayPredicted(component.SoundInsert, revolverUid, user);
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Popup(Loc.GetString("gun-revolver-insert"), revolverUid, user);
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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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