Lag compensation for melee (#11885)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -16,6 +16,7 @@ using Robust.Shared.Animations;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -205,9 +206,9 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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}
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}
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protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component)
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protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
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{
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if (!base.DoDisarm(user, ev, component))
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if (!base.DoDisarm(user, ev, component, session))
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return false;
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if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
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