Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit * second part * pretend it isn't real it can't hurt you. * 👁️ 👁️ * shadowcommander review
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@@ -43,7 +43,7 @@ public abstract class SharedMechSystem : EntitySystem
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{
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SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
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SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
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SubscribeLocalEvent<MechComponent, InteractNoHandEvent>(RelayInteractionEvent);
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SubscribeLocalEvent<MechComponent, UserActivateInWorldEvent>(RelayInteractionEvent);
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SubscribeLocalEvent<MechComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<MechComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<MechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
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@@ -71,7 +71,7 @@ public abstract class SharedMechSystem : EntitySystem
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TryEject(uid, component);
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}
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private void RelayInteractionEvent(EntityUid uid, MechComponent component, InteractNoHandEvent args)
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private void RelayInteractionEvent(EntityUid uid, MechComponent component, UserActivateInWorldEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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