Exosuit: Ripley (#12668)
* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
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@@ -19,7 +19,6 @@ using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -227,6 +226,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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{
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MeleeWeaponComponent? melee;
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var ev = new GetMeleeWeaponEvent();
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RaiseLocalEvent(entity, ev);
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if (ev.Handled)
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{
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return EntityManager.GetComponentOrNull<MeleeWeaponComponent>(ev.Weapon);
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}
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// Use inhands entity if we got one.
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if (EntityManager.TryGetComponent(entity, out SharedHandsComponent? hands) &&
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hands.ActiveHandEntity is { } held)
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