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- using Content.Shared.Cargo.Components;
- using Content.Shared.Timing;
- using Content.Shared.Cargo.Systems;
- namespace Content.Client.Cargo.Systems;
- /// <summary>
- /// This handles...
- /// </summary>
- public sealed class ClientPriceGunSystem : SharedPriceGunSystem
- {
- [Dependency] private readonly UseDelaySystem _useDelay = default!;
- protected override bool GetPriceOrBounty(Entity<PriceGunComponent> entity, EntityUid target, EntityUid user)
- {
- if (!TryComp(entity, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((entity, useDelay)))
- return false;
- // It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server.
- return true;
- }
- }
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