Remove InteractedWithEvent and friends. (#11939)
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@@ -150,6 +150,13 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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ev.Target.Value
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};
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_interaction.DoContactInteraction(ev.Weapon, ev.Target);
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_interaction.DoContactInteraction(user, ev.Weapon);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
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// somewhat messy scuffle. See also, heavy attacks.
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_interaction.DoContactInteraction(user, ev.Target);
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// For stuff that cares about it being attacked.
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RaiseLocalEvent(ev.Target.Value, new AttackedEvent(component.Owner, user, targetXform.Coordinates));
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@@ -249,9 +256,17 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var modifiers = itemDamage.ModifiersList;
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modifiers.AddRange(hitEvent.ModifiersList);
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_interaction.DoContactInteraction(user, ev.Weapon);
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// For stuff that cares about it being attacked.
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foreach (var target in targets)
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{
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_interaction.DoContactInteraction(ev.Weapon, target);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
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// somewhat messy scuffle. See also, light attacks.
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_interaction.DoContactInteraction(user, target);
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RaiseLocalEvent(target, new AttackedEvent(component.Owner, user, Transform(target).Coordinates));
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}
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@@ -338,6 +353,8 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
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}
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_interaction.DoContactInteraction(user, ev.Target);
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var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
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if (inTargetHand != null)
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