Grappling fixes (#23709)

This commit is contained in:
Nemanja
2024-01-07 20:15:46 -05:00
committed by GitHub
parent 31133ef788
commit c9b700a2d4
4 changed files with 32 additions and 20 deletions

View File

@@ -16,7 +16,6 @@ using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Misc;
@@ -27,6 +26,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedGunSystem _gun = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public const string GrapplingJoint = "grappling";
@@ -48,7 +48,8 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
private void OnGrappleJointRemoved(EntityUid uid, GrapplingProjectileComponent component, JointRemovedEvent args)
{
QueueDel(uid);
if (_netManager.IsServer)
QueueDel(uid);
}
private void OnGrapplingShot(EntityUid uid, GrapplingGunComponent component, ref GunShotEvent args)
@@ -58,12 +59,12 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
if (!HasComp<GrapplingProjectileComponent>(shotUid))
continue;
//todo: this doesn't actually support multigrapple
// At least show the visuals.
component.Projectile = shotUid.Value;
Dirty(uid, component);
var visuals = EnsureComp<JointVisualsComponent>(shotUid.Value);
visuals.Sprite =
new SpriteSpecifier.Rsi(new ResPath("Objects/Weapons/Guns/Launchers/grappling_gun.rsi"), "rope");
visuals.Sprite = component.RopeSprite;
visuals.OffsetA = new Vector2(0f, 0.5f);
visuals.Target = uid;
Dirty(shotUid.Value, visuals);
@@ -71,6 +72,7 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
TryComp<AppearanceComponent>(uid, out var appearance);
_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, false, appearance);
Dirty(uid, component);
}
private void OnGrapplingDeselected(EntityUid uid, GrapplingGunComponent component, HandDeselectedEvent args)
@@ -117,23 +119,21 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
if (!Timing.IsFirstTimePredicted || args.Handled)
return;
if (Deleted(component.Projectile))
return;
_audio.PlayPredicted(component.CycleSound, uid, args.User);
_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, true);
TryComp<AppearanceComponent>(uid, out var appearance);
_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, true, appearance);
SetReeling(uid, component, false, args.User);
if (!Deleted(component.Projectile))
if (_netManager.IsServer)
{
if (_netManager.IsServer)
{
QueueDel(component.Projectile.Value);
}
component.Projectile = null;
Dirty(uid, component);
QueueDel(component.Projectile.Value);
}
component.Projectile = null;
SetReeling(uid, component, false, args.User);
_gun.ChangeBasicEntityAmmoCount(uid, 1);
args.Handled = true;
}