Adds grappling gun (#16662)
This commit is contained in:
58
Content.Client/Weapons/Misc/GrapplingGunSystem.cs
Normal file
58
Content.Client/Weapons/Misc/GrapplingGunSystem.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
using System.Net;
|
||||
using Content.Client.Hands.Systems;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Weapons.Misc;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Dynamics.Joints;
|
||||
|
||||
namespace Content.Client.Weapons.Misc;
|
||||
|
||||
public sealed class GrapplingGunSystem : SharedGrapplingGunSystem
|
||||
{
|
||||
[Dependency] private readonly HandsSystem _hands = default!;
|
||||
[Dependency] private readonly InputSystem _input = default!;
|
||||
[Dependency] private readonly IPlayerManager _player = default!;
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
// Oh boy another input handler.
|
||||
// If someone thinks of a better way to unify this please tell me.
|
||||
if (!Timing.IsFirstTimePredicted)
|
||||
return;
|
||||
|
||||
var local = _player.LocalPlayer?.ControlledEntity;
|
||||
var handUid = _hands.GetActiveHandEntity();
|
||||
|
||||
if (!TryComp<GrapplingGunComponent>(handUid, out var grappling))
|
||||
return;
|
||||
|
||||
if (!TryComp<JointComponent>(handUid, out var jointComp) ||
|
||||
!jointComp.GetJoints.TryGetValue(GrapplingJoint, out var joint) ||
|
||||
joint is not DistanceJoint distance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (distance.MaxLength <= distance.MinLength)
|
||||
return;
|
||||
|
||||
var reelKey = _input.CmdStates.GetState(EngineKeyFunctions.UseSecondary) == BoundKeyState.Down;
|
||||
|
||||
if (!TryComp<CombatModeComponent>(local, out var combatMode) ||
|
||||
!combatMode.IsInCombatMode)
|
||||
{
|
||||
reelKey = false;
|
||||
}
|
||||
|
||||
if (grappling.Reeling == reelKey)
|
||||
return;
|
||||
|
||||
RaisePredictiveEvent(new RequestGrapplingReelMessage(reelKey));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user