From 7032c8a92e1fb326ded75cad54013c0205fc044e Mon Sep 17 00:00:00 2001 From: Ephememory Date: Sun, 10 Nov 2019 04:59:26 -0500 Subject: [PATCH] Checks if user is in combat mode before allowing firing. (#425) --- .../GameObjects/Components/Weapon/Ranged/RangedWeapon.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/Content.Server/GameObjects/Components/Weapon/Ranged/RangedWeapon.cs b/Content.Server/GameObjects/Components/Weapon/Ranged/RangedWeapon.cs index fe03f74eb8..b7df63fd0c 100644 --- a/Content.Server/GameObjects/Components/Weapon/Ranged/RangedWeapon.cs +++ b/Content.Server/GameObjects/Components/Weapon/Ranged/RangedWeapon.cs @@ -1,4 +1,5 @@ using System; +using Content.Server.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Weapons.Ranged; using Robust.Server.Interfaces.Player; using Robust.Shared.GameObjects; @@ -66,6 +67,10 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged return; } + if(!user.TryGetComponent(out CombatModeComponent combat) || !combat.IsInCombatMode) { + return; + } + if (!UserCanFire(user) || !WeaponCanFire()) { return;