Fix pulling mispredicts (#22941)
* Fix pulling mispredicts * Make behaviour consistent * Good ol terminating entities
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@@ -1,25 +1,18 @@
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using System.Linq;
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using System.Numerics;
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using Content.Server.Popups;
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using Content.Server.Pulling;
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using Content.Server.Stack;
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using Content.Server.Storage.EntitySystems;
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using Content.Server.Stunnable;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Part;
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using Content.Shared.CombatMode;
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using Content.Shared.Explosion;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Input;
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using Content.Shared.Inventory;
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using Content.Shared.Physics.Pull;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Stacks;
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using Content.Shared.Storage;
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using Content.Shared.Throwing;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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@@ -30,16 +23,12 @@ namespace Content.Server.Hands.Systems
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{
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedHandVirtualItemSystem _virtualSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly StorageSystem _storageSystem = default!;
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public override void Initialize()
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{
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@@ -98,14 +87,6 @@ namespace Content.Server.Hands.Systems
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args.Handled = true; // no shove/stun.
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}
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protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
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{
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base.HandleEntityRemoved(uid, hands, args);
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if (!Deleted(args.Entity) && TryComp(args.Entity, out HandVirtualItemComponent? @virtual))
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_virtualSystem.Delete((args.Entity, @virtual), uid);
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}
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private void HandleBodyPartAdded(EntityUid uid, HandsComponent component, ref BodyPartAddedEvent args)
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{
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if (args.Part.PartType != BodyPartType.Hand)
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