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

@@ -30,7 +30,7 @@ public sealed class RadiationCollectorSystem : EntitySystem
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<RadiationCollectorComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
SubscribeLocalEvent<RadiationCollectorComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RadiationCollectorComponent, GasAnalyzerScanEvent>(OnAnalyzed);
@@ -65,7 +65,7 @@ public sealed class RadiationCollectorSystem : EntitySystem
UpdateTankAppearance(uid, component, gasTank);
}
private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
private void OnActivate(EntityUid uid, RadiationCollectorComponent component, ActivateInWorldEvent args)
{
if (TryComp(uid, out UseDelayComponent? useDelay) && !_useDelay.TryResetDelay((uid, useDelay), true))
return;