Modify damage logging. (#5579)
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Administration.Logs;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.NodeGroups;
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@@ -8,6 +9,7 @@ using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Window;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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@@ -46,6 +48,7 @@ namespace Content.Server.Electrocution
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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[Dependency] private readonly AdminLogSystem _logSystem = default!;
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private const string StatusEffectKey = "Electrocution";
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private const string DamageType = "Shock";
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@@ -104,7 +107,10 @@ namespace Content.Server.Electrocution
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_prototypeManager.Index<DamageTypePrototype>(DamageType),
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(int) finished.AccumulatedDamage);
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_damageableSystem.TryChangeDamage(finished.Electrocuting, damage);
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var actual = _damageableSystem.TryChangeDamage(finished.Electrocuting, damage);
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if (actual != null)
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_logSystem.Add(LogType.Electrocution,
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$"{finished.Owner} took {actual.Total} powered electrocution damage");
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}
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EntityManager.DeleteEntity(uid);
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@@ -337,9 +343,15 @@ namespace Content.Server.Electrocution
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// TODO: Sparks here.
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if(shockDamage is {} dmg)
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_damageableSystem.TryChangeDamage(uid,
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{
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var actual = _damageableSystem.TryChangeDamage(uid,
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new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), dmg));
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if (actual != null)
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_logSystem.Add(LogType.Electrocution,
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$"{statusEffects.Owner} took {actual.Total} powered electrocution damage");
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}
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_stutteringSystem.DoStutter(uid, time * StutteringTimeMultiplier, statusEffects, alerts);
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_jitteringSystem.DoJitter(uid, time * JitterTimeMultiplier, JitterAmplitude, JitterFrequency, true,
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statusEffects, alerts);
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