@@ -4,6 +4,7 @@ using Content.Shared.Weapons.Ranged.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Serialization;
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using Robust.Client.UserInterface;
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using Robust.Shared.Enums;
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using Robust.Shared.Graphics;
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@@ -26,6 +27,7 @@ public sealed class CombatModeIndicatorsOverlay : Overlay
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private readonly HandsSystem _hands = default!;
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private readonly Texture _gunSight;
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private readonly Texture _gunBoltSight;
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private readonly Texture _meleeSight;
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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@@ -46,6 +48,8 @@ public sealed class CombatModeIndicatorsOverlay : Overlay
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var spriteSys = _entMan.EntitySysManager.GetEntitySystem<SpriteSystem>();
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_gunSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
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"gun_sight"));
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_gunBoltSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
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"gun_bolt_sight"));
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_meleeSight = spriteSys.Frame0(new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/crosshair_pointers.rsi"),
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"melee_sight"));
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}
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@@ -67,12 +71,16 @@ public sealed class CombatModeIndicatorsOverlay : Overlay
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var handEntity = _hands.GetActiveHandEntity();
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var isHandGunItem = _entMan.HasComponent<GunComponent>(handEntity);
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var isGunBolted = true;
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if (_entMan.TryGetComponent(handEntity, out ChamberMagazineAmmoProviderComponent? chamber))
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isGunBolted = chamber.BoltClosed ?? true;
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var mousePos = mouseScreenPosition.Position;
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var uiScale = (args.ViewportControl as Control)?.UIScale ?? 1f;
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var limitedScale = uiScale > 1.25f ? 1.25f : uiScale;
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var sight = isHandGunItem ? _gunSight : _meleeSight;
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var sight = isHandGunItem ? (isGunBolted ? _gunSight : _gunBoltSight) : _meleeSight;
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DrawSight(sight, args.ScreenHandle, mousePos, limitedScale * Scale);
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}
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