Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
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@@ -1,7 +1,6 @@
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Interaction.Components;
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using Content.Server.Weapon.Melee;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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@@ -12,6 +11,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Interaction;
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using Content.Server.Weapons.Melee;
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namespace Content.Server.Chemistry.Components
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{
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@@ -78,7 +78,8 @@ namespace Content.Server.Chemistry.Components
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target.Value.PopupMessage(Loc.GetString("hypospray-component-feel-prick-message"));
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var meleeSys = EntitySystem.Get<MeleeWeaponSystem>();
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var angle = Angle.FromWorldVec(_entMan.GetComponent<TransformComponent>(target.Value).WorldPosition - _entMan.GetComponent<TransformComponent>(user).WorldPosition);
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meleeSys.SendLunge(angle, user);
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// TODO: This should just be using melee attacks...
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// meleeSys.SendLunge(angle, user);
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}
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SoundSystem.Play(_injectSound.GetSound(), Filter.Pvs(user), user);
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