Apply forensics when loading with an ammo box (#32280)

This commit is contained in:
themias
2025-01-04 08:41:45 -05:00
committed by GitHub
parent 357d365724
commit b2b3b22a04

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@@ -14,6 +14,7 @@ namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem public abstract partial class SharedGunSystem
{ {
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
protected virtual void InitializeBallistic() protected virtual void InitializeBallistic()
@@ -117,8 +118,8 @@ public abstract partial class SharedGunSystem
void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates) void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates)
{ {
var evInsert = new InteractUsingEvent(args.User, ammo, ammoProvider, coordinates); // We call SharedInteractionSystem to raise contact events. Checks are already done by this point.
RaiseLocalEvent(ammoProvider, evInsert); _interaction.InteractUsing(args.User, ammo, ammoProvider, coordinates, checkCanInteract: false, checkCanUse: false);
} }
List<(EntityUid? Entity, IShootable Shootable)> ammo = new(); List<(EntityUid? Entity, IShootable Shootable)> ammo = new();