Revolver fixes for caseless ammo and wielding (#30117)

* handled check

* splits Handled and TryResetDelay checks
This commit is contained in:
Kaga-404 2024-08-01 22:43:11 -07:00 committed by deltanedas
parent fa08b3b045
commit aaf09aadfc
1 changed files with 11 additions and 0 deletions

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@ -9,6 +9,8 @@ using Robust.Shared.Utility;
using System;
using System.Linq;
using Content.Shared.Interaction.Events;
using Content.Shared.Wieldable;
using Content.Shared.Wieldable.Components;
using JetBrains.Annotations;
namespace Content.Shared.Weapons.Ranged.Systems;
@ -31,9 +33,14 @@ public partial class SharedGunSystem
private void OnRevolverUse(EntityUid uid, RevolverAmmoProviderComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (!_useDelay.TryResetDelay(uid))
return;
args.Handled = true;
Cycle(component);
UpdateAmmoCount(uid, prediction: false);
Dirty(uid, component);
@ -393,10 +400,14 @@ public partial class SharedGunSystem
args.Ammo.Add((spawned, EnsureComp<AmmoComponent>(spawned)));
if (cartridge.DeleteOnSpawn)
{
component.AmmoSlots[index] = null;
component.Chambers[index] = null;
}
}
else
{
component.AmmoSlots[index] = null;
component.Chambers[index] = null;
args.Ammo.Add((ent.Value, EnsureComp<AmmoComponent>(ent.Value)));
}