24 lines
739 B
C#
24 lines
739 B
C#
|
|
using Content.Shared.Hands;
|
||
|
|
using Robust.Shared.GameObjects;
|
||
|
|
|
||
|
|
namespace Content.Server.Weapon.Ranged
|
||
|
|
{
|
||
|
|
public sealed class RangedWeaponSysten : EntitySystem
|
||
|
|
{
|
||
|
|
public override void Initialize()
|
||
|
|
{
|
||
|
|
base.Initialize();
|
||
|
|
|
||
|
|
SubscribeLocalEvent<ServerRangedWeaponComponent, HandSelectedEvent>(OnHandSelected);
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnHandSelected(EntityUid uid, ServerRangedWeaponComponent component, HandSelectedEvent args)
|
||
|
|
{
|
||
|
|
// Instead of dirtying on hand-select this component should probably by dirtied whenever it needs to be.
|
||
|
|
// I take no responsibility for this code. It was like this when I got here.
|
||
|
|
|
||
|
|
component.Dirty();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|