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