Files
tbd-station-14/Content.Client/Weapons/Misc/GrapplingGunSystem.cs
2023-05-27 14:15:15 +10:00

59 lines
1.8 KiB
C#

using System.Net;
using Content.Client.Hands.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Weapons.Misc;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Joints;
namespace Content.Client.Weapons.Misc;
public sealed class GrapplingGunSystem : SharedGrapplingGunSystem
{
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly InputSystem _input = default!;
[Dependency] private readonly IPlayerManager _player = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
// Oh boy another input handler.
// If someone thinks of a better way to unify this please tell me.
if (!Timing.IsFirstTimePredicted)
return;
var local = _player.LocalPlayer?.ControlledEntity;
var handUid = _hands.GetActiveHandEntity();
if (!TryComp<GrapplingGunComponent>(handUid, out var grappling))
return;
if (!TryComp<JointComponent>(handUid, out var jointComp) ||
!jointComp.GetJoints.TryGetValue(GrapplingJoint, out var joint) ||
joint is not DistanceJoint distance)
{
return;
}
if (distance.MaxLength <= distance.MinLength)
return;
var reelKey = _input.CmdStates.GetState(EngineKeyFunctions.UseSecondary) == BoundKeyState.Down;
if (!TryComp<CombatModeComponent>(local, out var combatMode) ||
!combatMode.IsInCombatMode)
{
reelKey = false;
}
if (grappling.Reeling == reelKey)
return;
RaisePredictiveEvent(new RequestGrapplingReelMessage(reelKey));
}
}