Proto-kinetic crusher (#16277)
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
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@@ -6,6 +6,7 @@ using Content.Shared.Mobs.Components;
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using Content.Shared.StatusEffect;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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@@ -85,6 +86,16 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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// Heavy attack.
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if (altDown == BoundKeyState.Down)
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{
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// TODO: Need to make alt-fire melee its own component I guess?
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// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
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// it's kinda tricky.
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// I think as long as we make secondaries their own component it's probably fine
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// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
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if (HasComp<GunComponent>(weaponUid))
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{
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return;
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}
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// We did the click to end the attack but haven't pulled the key up.
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if (weapon.Attacking)
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{
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