UseDelay + ItemCooldown merge (#22502)
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@@ -6,10 +6,8 @@ using Content.Shared.Interaction;
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using Content.Shared.Movement.Events;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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using Content.Shared.Timing;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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@@ -30,7 +28,6 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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public const string GrapplingJoint = "grappling";
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@@ -117,10 +114,9 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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private void OnGunActivate(EntityUid uid, GrapplingGunComponent component, ActivateInWorldEvent args)
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{
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if (!Timing.IsFirstTimePredicted || _delay.ActiveDelay(uid))
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if (!Timing.IsFirstTimePredicted || args.Handled)
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return;
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_delay.BeginDelay(uid);
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_audio.PlayPredicted(component.CycleSound, uid, args.User);
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TryComp<AppearanceComponent>(uid, out var appearance);
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@@ -137,6 +133,8 @@ public abstract class SharedGrapplingGunSystem : EntitySystem
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component.Projectile = null;
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Dirty(uid, component);
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}
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args.Handled = true;
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}
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private void SetReeling(EntityUid uid, GrapplingGunComponent component, bool value, EntityUid? user)
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