Ranged weapon firing does not depend on DefaultGrid anymore.

This commit is contained in:
Acruid
2020-08-11 16:44:15 -07:00
parent 32e4c24342
commit cdc6ec3bfc
5 changed files with 78 additions and 23 deletions

View File

@@ -1,6 +1,7 @@
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Weapons.Ranged
{
@@ -30,9 +31,9 @@ namespace Content.Client.GameObjects.Components.Weapons.Ranged
FireRateSelector = rangedState.FireRateSelector;
}
public void SyncFirePos(GridCoordinates worldPos)
public void SyncFirePos(GridId targetGrid, Vector2 targetPosition)
{
SendNetworkMessage(new FirePosComponentMessage(worldPos));
SendNetworkMessage(new FirePosComponentMessage(targetGrid, targetPosition));
}
}
}
}