/// <summary>
/// Minimum speed of the projectile to embed.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("minimumSpeed"), AutoNetworkedField]
+ [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float MinimumSpeed = 5f;
/// <summary>
/// Delete the entity on embedded removal?
/// Does nothing if there's no RemovalTime.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("deleteOnRemove"), AutoNetworkedField]
+ [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool DeleteOnRemove;
/// <summary>
/// How long it takes to remove the embedded object.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("removalTime"), AutoNetworkedField]
+ [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float? RemovalTime = 3f;
/// <summary>
/// Whether this entity will embed when thrown, or only when shot as a projectile.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("embedOnThrow"), AutoNetworkedField]
+ [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool EmbedOnThrow = true;
/// <summary>
/// How far into the entity should we offset (0 is wherever we collided).
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("offset"), AutoNetworkedField]
+ [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public Vector2 Offset = Vector2.Zero;
/// <summary>
/// Sound to play after embedding into a hit target.
/// </summary>
- [ViewVariables(VVAccess.ReadWrite), DataField("sound"), AutoNetworkedField]
+ [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier? Sound;
}
using System.Numerics;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
+using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Projectiles;
using Content.Shared.Sound.Components;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
+ [Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
var landEv = new LandEvent(args.User, true);
RaiseLocalEvent(uid, ref landEv);
_physics.WakeBody(uid, body: physics);
+
+ // try place it in the user's hand
+ _hands.TryPickupAnyHand(args.User, uid);
}
private void OnEmbedThrowDoHit(EntityUid uid, EmbeddableProjectileComponent component, ThrowDoHitEvent args)