AutoCompState + ItemToggle fixes (#23422)

* AutoCompState + ItemToggle fixes

Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.

* Also catch these
This commit is contained in:
metalgearsloth
2024-01-03 17:24:02 +11:00
committed by GitHub
parent 2548156eae
commit 2166958bd0
29 changed files with 160 additions and 294 deletions

View File

@@ -13,6 +13,7 @@ using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Components;
@@ -29,6 +30,7 @@ using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Toolshed.Syntax;
using ItemToggleMeleeWeaponComponent = Content.Shared.Item.ItemToggle.Components.ItemToggleMeleeWeaponComponent;
namespace Content.Shared.Weapons.Melee;
@@ -74,7 +76,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
SubscribeLocalEvent<ItemToggleMeleeWeaponComponent, ItemToggleMeleeWeaponUpdateEvent>(OnItemToggle);
SubscribeLocalEvent<ItemToggleMeleeWeaponComponent, ItemToggledEvent>(OnItemToggle);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
@@ -864,7 +866,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
/// <summary>
/// Used to update the MeleeWeapon component on item toggle.
/// </summary>
private void OnItemToggle(EntityUid uid, ItemToggleMeleeWeaponComponent itemToggleMelee, ItemToggleMeleeWeaponUpdateEvent args)
private void OnItemToggle(EntityUid uid, ItemToggleMeleeWeaponComponent itemToggleMelee, ItemToggledEvent args)
{
if (!TryComp(uid, out MeleeWeaponComponent? meleeWeapon))
return;