Change wide swing sprites to be that of the weapon used (#21050)

Co-authored-by: notquitehadouken <1isthisameme>
This commit is contained in:
I.K
2023-10-17 20:12:00 -05:00
committed by GitHub
parent b33b57509e
commit df81532469
53 changed files with 160 additions and 103 deletions

View File

@@ -423,7 +423,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
throw new NotImplementedException();
}
DoLungeAnimation(user, weapon.Angle, GetCoordinates(attack.Coordinates).ToMap(EntityManager, TransformSystem), weapon.Range, animation);
DoLungeAnimation(user, weaponUid, weapon.Angle, GetCoordinates(attack.Coordinates).ToMap(EntityManager, TransformSystem), weapon.Range, animation);
}
var attackEv = new MeleeAttackEvent(weaponUid);
@@ -823,7 +823,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return true;
}
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, float length, string? animation)
private void DoLungeAnimation(EntityUid user, EntityUid weapon, Angle angle, MapCoordinates coordinates, float length, string? animation)
{
// TODO: Assert that offset eyes are still okay.
if (!TryComp<TransformComponent>(user, out var userXform))
@@ -844,8 +844,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (localPos.Length() > visualLength)
localPos = localPos.Normalized() * visualLength;
DoLunge(user, angle, localPos, animation);
DoLunge(user, weapon, angle, localPos, animation);
}
public abstract void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation, bool predicted = true);
public abstract void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true);
}