Make failing to fire a gun that requires wielding not delay the next shot (#27973)
Make failing to fire a wield-only gun not delay the next shot
This commit is contained in:
@@ -16,7 +16,7 @@ using Content.Shared.Weapons.Ranged.Events;
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Content.Shared.Wieldable.Components;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Wieldable;
|
||||
|
||||
@@ -30,6 +30,7 @@ public sealed class WieldableSystem : EntitySystem
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly UseDelaySystem _delay = default!;
|
||||
[Dependency] private readonly SharedGunSystem _gun = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -42,7 +43,7 @@ public sealed class WieldableSystem : EntitySystem
|
||||
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
|
||||
|
||||
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
|
||||
SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
|
||||
SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
|
||||
SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
|
||||
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
|
||||
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
|
||||
@@ -61,16 +62,21 @@ public sealed class WieldableSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref AttemptShootEvent args)
|
||||
private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
|
||||
{
|
||||
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
|
||||
!wieldable.Wielded)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
args.Cancel();
|
||||
|
||||
if (!HasComp<MeleeWeaponComponent>(uid) && !HasComp<MeleeRequiresWieldComponent>(uid))
|
||||
var time = _timing.CurTime;
|
||||
if (time > component.LastPopup + component.PopupCooldown &&
|
||||
!HasComp<MeleeWeaponComponent>(uid) &&
|
||||
!HasComp<MeleeRequiresWieldComponent>(uid))
|
||||
{
|
||||
args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
|
||||
component.LastPopup = time;
|
||||
var message = Loc.GetString("wieldable-component-requires", ("item", uid));
|
||||
_popupSystem.PopupClient(message, args.Used, args.User);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user