diff --git a/Content.Shared/Interaction/SharedInteractionSystem.cs b/Content.Shared/Interaction/SharedInteractionSystem.cs index c32b4bcf78..aca078687a 100644 --- a/Content.Shared/Interaction/SharedInteractionSystem.cs +++ b/Content.Shared/Interaction/SharedInteractionSystem.cs @@ -952,7 +952,7 @@ namespace Content.Shared.Interaction RaiseLocalEvent(target, interactUsingEvent, true); DoContactInteraction(user, used, interactUsingEvent); DoContactInteraction(user, target, interactUsingEvent); - DoContactInteraction(used, target, interactUsingEvent); + // Contact interactions are currently only used for forensics, so we don't raise used -> target if (interactUsingEvent.Handled) return; @@ -973,7 +973,7 @@ namespace Content.Shared.Interaction if (canReach) { DoContactInteraction(user, target, afterInteractEvent); - DoContactInteraction(used, target, afterInteractEvent); + // Contact interactions are currently only used for forensics, so we don't raise used -> target } if (afterInteractEvent.Handled) @@ -989,7 +989,7 @@ namespace Content.Shared.Interaction if (canReach) { DoContactInteraction(user, target, afterInteractUsingEvent); - DoContactInteraction(used, target, afterInteractUsingEvent); + // Contact interactions are currently only used for forensics, so we don't raise used -> target } } diff --git a/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs b/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs index 42b6a3c9c7..72cf4ec550 100644 --- a/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs +++ b/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs @@ -485,7 +485,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem var weapon = GetEntity(ev.Weapon); - Interaction.DoContactInteraction(weapon, target); + // We skip weapon -> target interaction, as forensics system applies DNA on hit Interaction.DoContactInteraction(user, weapon); // If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a @@ -616,7 +616,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem // For stuff that cares about it being attacked. foreach (var target in targets) { - Interaction.DoContactInteraction(weapon, target); + // We skip weapon -> target interaction, as forensics system applies DNA on hit // If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a // somewhat messy scuffle. See also, light attacks.