Adds grappling gun (#16662)
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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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