Hardlight spear tweaks (#3)
* - tweak: Increased hardlight spear throw force and use delay * - fix: Hardlight spear can now hit holocarps when thrown * - add: New sprites for hardlight spear * - fix: Fix duping hardlight spears by inserting them into containers
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@@ -1,4 +1,5 @@
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using System.Linq;
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using Content.Shared.Body.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction.Events;
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@@ -7,6 +8,7 @@ using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Spawners;
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@@ -25,6 +27,7 @@ public sealed class HardlightSpearSystem : EntitySystem
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SubscribeLocalEvent<HardlightSpearComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<HardlightSpearComponent, DroppedEvent>(OnDrop);
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SubscribeLocalEvent<HardlightSpearComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
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SubscribeLocalEvent<HardlightSpearComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<HardlightSpearComponent, PreventCollideEvent>(OnPreventCollision);
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SubscribeLocalEvent<SubdermalImplantComponent, ActivateHardlightSpearImplantEvent>(OnImplantActivate);
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@@ -76,4 +79,10 @@ public sealed class HardlightSpearSystem : EntitySystem
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{
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EnsureComp<TimedDespawnComponent>(uid);
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}
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private void OnInsert(EntityUid uid, HardlightSpearComponent component, EntGotInsertedIntoContainerMessage args)
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{
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if (!HasComp<BodyComponent>(args.Container.Owner))
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EnsureComp<TimedDespawnComponent>(uid);
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}
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}
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