Adds grappling gun (#16662)
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@@ -1,4 +1,5 @@
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Map;
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namespace Content.Client.Weapons.Ranged.Systems;
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@@ -19,9 +20,10 @@ public sealed partial class GunSystem
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}
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}
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protected override void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates)
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protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates)
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{
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if (!Timing.IsFirstTimePredicted) return;
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if (!Timing.IsFirstTimePredicted)
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return;
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EntityUid? ent = null;
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@@ -43,5 +45,8 @@ public sealed partial class GunSystem
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if (ent != null && ent.Value.IsClientSide())
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Del(ent.Value);
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var cycledEvent = new GunCycledEvent();
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RaiseLocalEvent(uid, ref cycledEvent);
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}
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}
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@@ -173,8 +173,10 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null, bool throwItems = false)
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
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{
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userImpulse = true;
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// Rather than splitting client / server for every ammo provider it's easier
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// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
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// This also means any ammo specific stuff can be grabbed as necessary.
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@@ -207,6 +209,7 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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else
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{
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userImpulse = false;
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Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
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}
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