40 lines
1.1 KiB
C#
40 lines
1.1 KiB
C#
using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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namespace Content.Shared.Weapons.Melee;
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/// <inheritdoc cref="UseDelayOnMeleeHitComponent"/>
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public sealed class UseDelayOnMeleeHitSystem : EntitySystem
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{
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[Dependency] private readonly UseDelaySystem _delay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<UseDelayOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<UseDelayOnMeleeHitComponent, ThrowDoHitEvent>(OnThrowHitEvent);
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}
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private void OnThrowHitEvent(Entity<UseDelayOnMeleeHitComponent> ent, ref ThrowDoHitEvent args)
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{
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TryResetDelay(ent);
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}
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private void OnMeleeHit(Entity<UseDelayOnMeleeHitComponent> ent, ref MeleeHitEvent args)
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{
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TryResetDelay(ent);
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}
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private void TryResetDelay(Entity<UseDelayOnMeleeHitComponent> ent)
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{
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var uid = ent.Owner;
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if (!TryComp<UseDelayComponent>(uid, out var useDelay))
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return;
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_delay.TryResetDelay((uid, useDelay), checkDelayed: true);
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}
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}
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