Fix the client not passing the weapon to can attack checks (#28040)

This commit is contained in:
DrSmugleaf
2024-05-14 20:26:02 -07:00
committed by GitHub
parent 3243afbb03
commit c94751f2d2

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@@ -16,8 +16,6 @@ using Robust.Client.State;
using Robust.Shared.Input; using Robust.Shared.Input;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Melee; namespace Content.Client.Weapons.Melee;
@@ -66,7 +64,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
if (!TryGetWeapon(entity, out var weaponUid, out var weapon)) if (!TryGetWeapon(entity, out var weaponUid, out var weapon))
return; return;
if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity)) if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity, weapon: (weaponUid, weapon)))
{ {
weapon.Attacking = false; weapon.Attacking = false;
return; return;