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

@@ -11,6 +11,7 @@ using Robust.Shared.Input;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Client.GameObjects.EntitySystems
{
@@ -96,9 +97,13 @@ namespace Content.Client.GameObjects.EntitySystems
var worldPos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
if (!_mapManager.TryFindGridAt(worldPos, out var grid))
grid = _mapManager.GetDefaultGrid(worldPos.MapId);
weapon.SyncFirePos(grid.MapToGrid(worldPos));
{
weapon.SyncFirePos(GridId.Invalid, worldPos.Position);
}
else
{
weapon.SyncFirePos(grid.Index, grid.MapToGrid(worldPos).Position);
}
}
}
}