Adds grappling gun (#16662)

This commit is contained in:
metalgearsloth
2023-05-27 14:15:15 +10:00
committed by GitHub
parent 9eb4d4edb0
commit 552fbb0585
48 changed files with 753 additions and 35 deletions

View File

@@ -173,8 +173,10 @@ public sealed partial class GunSystem : SharedGunSystem
}
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null, bool throwItems = false)
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{
userImpulse = true;
// Rather than splitting client / server for every ammo provider it's easier
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
// This also means any ammo specific stuff can be grabbed as necessary.
@@ -207,6 +209,7 @@ public sealed partial class GunSystem : SharedGunSystem
}
else
{
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
}