Fix fingerprint transfer on weapon attack (#30257)
* Fix fingerprint transfer on weapon attack * Switch to just not raising the event * one more
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@ -952,7 +952,7 @@ namespace Content.Shared.Interaction
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RaiseLocalEvent(target, interactUsingEvent, true);
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DoContactInteraction(user, used, interactUsingEvent);
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DoContactInteraction(user, target, interactUsingEvent);
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DoContactInteraction(used, target, interactUsingEvent);
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// Contact interactions are currently only used for forensics, so we don't raise used -> target
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if (interactUsingEvent.Handled)
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return;
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@ -973,7 +973,7 @@ namespace Content.Shared.Interaction
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if (canReach)
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{
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DoContactInteraction(user, target, afterInteractEvent);
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DoContactInteraction(used, target, afterInteractEvent);
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// Contact interactions are currently only used for forensics, so we don't raise used -> target
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}
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if (afterInteractEvent.Handled)
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@ -989,7 +989,7 @@ namespace Content.Shared.Interaction
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if (canReach)
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{
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DoContactInteraction(user, target, afterInteractUsingEvent);
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DoContactInteraction(used, target, afterInteractUsingEvent);
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// Contact interactions are currently only used for forensics, so we don't raise used -> target
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}
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}
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@ -485,7 +485,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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var weapon = GetEntity(ev.Weapon);
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Interaction.DoContactInteraction(weapon, target);
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// We skip weapon -> target interaction, as forensics system applies DNA on hit
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Interaction.DoContactInteraction(user, 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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@ -616,7 +616,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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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(weapon, target);
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// We skip weapon -> target interaction, as forensics system applies DNA on hit
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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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