Singularity equipment can now be activated with E interact (#33762)

These were coded to only listen to InteractHand, which doesn't follow our interaction model properly.
This commit is contained in:
Pieter-Jan Briers
2024-12-08 23:37:32 +01:00
committed by GitHub
parent 0c4dd9d1b9
commit f9da25881d
3 changed files with 6 additions and 6 deletions

View File

@@ -45,7 +45,7 @@ namespace Content.Server.Singularity.EntitySystems
SubscribeLocalEvent<EmitterComponent, PowerConsumerReceivedChanged>(ReceivedChanged);
SubscribeLocalEvent<EmitterComponent, PowerChangedEvent>(OnApcChanged);
SubscribeLocalEvent<EmitterComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<EmitterComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<EmitterComponent, GetVerbsEvent<Verb>>(OnGetVerb);
SubscribeLocalEvent<EmitterComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<EmitterComponent, AnchorStateChangedEvent>(OnAnchorStateChanged);
@@ -60,7 +60,7 @@ namespace Content.Server.Singularity.EntitySystems
SwitchOff(uid, component);
}
private void OnInteractHand(EntityUid uid, EmitterComponent component, InteractHandEvent args)
private void OnActivate(EntityUid uid, EmitterComponent component, ActivateInWorldEvent args)
{
if (args.Handled)
return;