Apply forensics when loading with an ammo box (#32280)
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@@ -14,6 +14,7 @@ namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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public abstract partial class SharedGunSystem
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{
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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protected virtual void InitializeBallistic()
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protected virtual void InitializeBallistic()
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@@ -117,8 +118,8 @@ public abstract partial class SharedGunSystem
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void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates)
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void SimulateInsertAmmo(EntityUid ammo, EntityUid ammoProvider, EntityCoordinates coordinates)
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{
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{
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var evInsert = new InteractUsingEvent(args.User, ammo, ammoProvider, coordinates);
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// We call SharedInteractionSystem to raise contact events. Checks are already done by this point.
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RaiseLocalEvent(ammoProvider, evInsert);
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_interaction.InteractUsing(args.User, ammo, ammoProvider, coordinates, checkCanInteract: false, checkCanUse: false);
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}
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}
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List<(EntityUid? Entity, IShootable Shootable)> ammo = new();
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List<(EntityUid? Entity, IShootable Shootable)> ammo = new();
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