Only show disarm fail if target is a mob (#11603)
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@@ -2,6 +2,7 @@ using Content.Client.CombatMode;
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using Content.Client.Gameplay;
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using Content.Client.Gameplay;
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using Content.Client.Hands;
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using Content.Client.Hands;
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using Content.Client.Weapons.Melee.Components;
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using Content.Client.Weapons.Melee.Components;
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using Content.Shared.MobState.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Client.Animations;
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using Robust.Client.Animations;
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@@ -207,7 +208,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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// If target doesn't have hands then we can't disarm so will let the player know it's pointless.
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// If target doesn't have hands then we can't disarm so will let the player know it's pointless.
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if (!HasComp<HandsComponent>(ev.Target!.Value))
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if (!HasComp<HandsComponent>(ev.Target!.Value))
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{
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{
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if (Timing.IsFirstTimePredicted)
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if (Timing.IsFirstTimePredicted && HasComp<MobStateComponent>(ev.Target.Value))
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PopupSystem.PopupEntity(Loc.GetString("disarm-action-disarmable", ("targetName", ev.Target.Value)), ev.Target.Value, Filter.Local());
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PopupSystem.PopupEntity(Loc.GetString("disarm-action-disarmable", ("targetName", ev.Target.Value)), ev.Target.Value, Filter.Local());
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return false;
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return false;
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