Stupidly shoddy combat mode system.

Doesn't even work for guns, oh well.
This commit is contained in:
Pieter-Jan Briers
2019-06-30 00:01:41 +02:00
parent 338f456c50
commit c4523a956d
9 changed files with 126 additions and 6 deletions

View File

@@ -9,7 +9,7 @@ using Robust.Shared.Interfaces.Map;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
public class MeleeWeaponComponent : Component, IAfterAttack
public class MeleeWeaponComponent : Component, IAttack
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
@@ -31,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
serializer.DataField(ref ArcWidth, "arcwidth", 90);
}
void IAfterAttack.AfterAttack(AfterAttackEventArgs eventArgs)
void IAttack.Attack(AttackEventArgs eventArgs)
{
var location = eventArgs.User.Transform.GridPosition;
var angle = new Angle(eventArgs.ClickLocation.ToWorld(_mapManager).Position - location.ToWorld(_mapManager).Position);
@@ -42,9 +42,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
continue;
if (entity.TryGetComponent(out DamageableComponent damagecomponent))
if (entity.TryGetComponent(out DamageableComponent damageComponent))
{
damagecomponent.TakeDamage(DamageType.Brute, Damage);
damageComponent.TakeDamage(DamageType.Brute, Damage);
}
}
}