Adds grappling gun (#16662)
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@@ -67,8 +67,10 @@ 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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// Try a clumsy roll
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// TODO: Who put this here
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if (TryComp<ClumsyComponent>(user, out var clumsy))
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@@ -88,6 +90,7 @@ public sealed partial class GunSystem : SharedGunSystem
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PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
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_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Clumsy fire by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}");
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Del(gunUid);
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userImpulse = false;
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return;
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}
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}
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@@ -161,6 +164,7 @@ 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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