* Pass user to effects to properly fix double muzzle flash.
* Use gun when user is null.
* Update MuzzleFlashEvent.cs
* Update MuzzleFlashEvent.cs
* Update GunSystem.cs
* Update SharedGunSystem.cs
* Update MuzzleFlashEvent.cs
* Update SharedGunSystem.cs
* Update SharedGunSystem.cs
* Update Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
---------
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
return;
var ev = new MuzzleFlashEvent(GetNetEntity(gun), sprite, worldAngle);
- CreateEffect(gun, ev, gun);
+ CreateEffect(gun, ev, user);
}
public void CauseImpulse(EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid user, PhysicsComponent userPhysics)