Partial hand ECS (#5634)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: Paul <ritter.paul1@googlemail.com>
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23
Content.Server/Weapon/Ranged/RangedWeaponSystem.cs
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23
Content.Server/Weapon/Ranged/RangedWeaponSystem.cs
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@@ -0,0 +1,23 @@
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using Content.Shared.Hands;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Weapon.Ranged
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{
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public sealed class RangedWeaponSysten : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ServerRangedWeaponComponent, HandSelectedEvent>(OnHandSelected);
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}
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private void OnHandSelected(EntityUid uid, ServerRangedWeaponComponent component, HandSelectedEvent args)
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{
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// Instead of dirtying on hand-select this component should probably by dirtied whenever it needs to be.
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// I take no responsibility for this code. It was like this when I got here.
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component.Dirty();
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}
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}
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}
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@@ -28,7 +28,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Weapon.Ranged
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{
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[RegisterComponent]
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public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
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public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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@@ -195,11 +195,5 @@ namespace Content.Server.Weapon.Ranged
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}
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FireHandler?.Invoke(user, targetPos);
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}
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// Probably a better way to do this.
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void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
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{
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Dirty();
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}
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}
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}
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