Fire MeleeHitEvent on misses. (#12867)

* Fire MeleeHitEvent when there are no targets.

* Prevent certain weapons from activating if they had no hit entities on hit.

* Prevent miss events from firing when target is yourself or was deleted.

* Use .Value as Target is already known not to be null.

* uid changes

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Vordenburg
2023-02-13 07:55:39 -05:00
committed by GitHub
parent 650ade0d4e
commit 4183b5f449
8 changed files with 95 additions and 82 deletions

View File

@@ -91,14 +91,14 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
return;
if (user == null)
PopupSystem.PopupEntity(message, uid.Value);
PopupSystem.PopupEntity(message, uid.Value);
else
PopupSystem.PopupEntity(message, uid.Value, Filter.PvsExcept(user.Value, entityManager: EntityManager), true);
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
if (!base.DoDisarm(user, ev, component, session))
if (!base.DoDisarm(user, ev, meleeUid, component, session))
return false;
if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
@@ -228,11 +228,12 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
{
if (!args.IsHit)
return;
if (!_solutions.TryGetSolution(owner, comp.Solution, out var solutionContainer))
if (!args.IsHit ||
!args.HitEntities.Any() ||
!_solutions.TryGetSolution(owner, comp.Solution, out var solutionContainer))
{
return;
}
var hitBloodstreams = new List<BloodstreamComponent>();
var bloodQuery = GetEntityQuery<BloodstreamComponent>();