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Apply forensics when loading with an ammo box #32280

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themias
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@themias themias commented Sep 18, 2024

About the PR

Your glove fibers or fingerprints will now appear on each bullet loaded with an ammo box.

Fixes #21555

Why / Balance

Loading with an ammo box is just an abstraction of loading the bullets by hand, in order to save the pain of clicking one by one. Logically, forensics are meant to be applied to each bullet as you load it.

Technical details

We now call the SharedInteractionSystem.InteractUsing() instead of directly raising the event. This ensures that the contact events are raised for forensics. (We skip interaction checks since those are done already by that point.)

(If preferred, I can also directly raise a contact event here, but it seems better to reuse code and keep things centralized when possible.)

Media

ammo-box-fingerprint-demo.mp4

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Changelog
🆑

  • fix: Forensics are now applied to bullets when loading using an ammo box.

@github-actions github-actions bot added the Status: Needs Review This PR requires new reviews before it can be merged. label Sep 18, 2024
@deltanedas
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wont this be bad for performance by spawning each entity instead of just changing the numbers

@themias
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themias commented Sep 18, 2024

wont this be bad for performance by spawning each entity instead of just changing the numbers

I don't think this PR should affect the spawning behavior. It looks like the TakeAmmoEvent already spawns the bullets when loading.

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Ammunition shell casings don't have fingerprints.
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