diff --git a/Content.Server/SimpleStation14/Weapons/Ranged/Systems/FireOnDropSystem.cs b/Content.Server/SimpleStation14/Weapons/Ranged/Systems/FireOnDropSystem.cs index fdd58b1e3f..49cdbe959f 100644 --- a/Content.Server/SimpleStation14/Weapons/Ranged/Systems/FireOnDropSystem.cs +++ b/Content.Server/SimpleStation14/Weapons/Ranged/Systems/FireOnDropSystem.cs @@ -22,11 +22,8 @@ public override void Initialize() private void HandleLand(EntityUid uid, GunComponent component, ref LandEvent args) { - var physicsComp = EntityManager.GetComponent(uid); - - // TODO: This shouldn't be a hardcoded 10% roll. I wanted to base it off mass, but items don't seem - // to care about their mass (most guns had the same). - // Then I wanted to base it off of item size, but the minigun still has a size of 5 at the time of writing, so :shrug: + // TODO: This shouldn't be a hardcoded 10% roll. I wanted to base it off mass, but most items don't seem to care about their mass (most guns had the same). + // Then I wanted to base it off of item size, but the minigun still has a size of 5 at the time of writing, so ¯\_(ツ)_/¯ if (_random.Prob(0.1f)) _gun.AttemptShoot(uid, uid, component, Transform(uid).Coordinates.Offset(Transform(uid).LocalRotation.ToVec())); // The gun fires itself (weird), with the target being its own position offset by its rotation as a point vector.