diff --git a/Content.Server/Commands/Chat/SuicideCommand.cs b/Content.Server/Commands/Chat/SuicideCommand.cs index d27e555cfd..aa73ff4913 100644 --- a/Content.Server/Commands/Chat/SuicideCommand.cs +++ b/Content.Server/Commands/Chat/SuicideCommand.cs @@ -38,7 +38,7 @@ namespace Content.Server.Commands.Chat var kind = suicide.Suicide(target, chat); if (kind != SuicideKind.Special) { - damageableComponent.ChangeDamage(kind switch + damageableComponent.SetDamage(kind switch { SuicideKind.Blunt => DamageType.Blunt, SuicideKind.Slash => DamageType.Slash, @@ -52,8 +52,7 @@ namespace Content.Server.Commands.Chat SuicideKind.Bloodloss => DamageType.Bloodloss, _ => DamageType.Blunt }, - 500, - true, source); + 200, source); } } @@ -119,7 +118,7 @@ namespace Content.Server.Commands.Chat var selfMessage = Loc.GetString("You attempt to bite your own tongue!"); owner.PopupMessage(selfMessage); - dmgComponent.ChangeDamage(DamageType.Piercing, 500, true, owner); + dmgComponent.SetDamage(DamageType.Piercing, 200, owner); // Prevent the player from returning to the body. Yes, this is an ugly hack. var ghost = new Ghost(){CanReturn = false}; diff --git a/Content.Server/GameTicking/GamePreset.cs b/Content.Server/GameTicking/GamePreset.cs index b9716c1d08..1d0d14cc42 100644 --- a/Content.Server/GameTicking/GamePreset.cs +++ b/Content.Server/GameTicking/GamePreset.cs @@ -69,7 +69,7 @@ namespace Content.Server.GameTicking if (playerEntity.TryGetComponent(out IDamageableComponent? damageable)) { //todo: what if they dont breathe lol - damageable.ChangeDamage(DamageType.Asphyxiation, 100, true); + damageable.SetDamage(DamageType.Asphyxiation, 200, playerEntity); } } else diff --git a/Content.Server/GameTicking/GameTicker.cs b/Content.Server/GameTicking/GameTicker.cs index 7c2568c1a4..e4229c43f5 100644 --- a/Content.Server/GameTicking/GameTicker.cs +++ b/Content.Server/GameTicking/GameTicker.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Linq; using System.Threading; using Content.Server.Administration; +using Content.Server.Commands.Observer; using Content.Server.GameObjects.Components.Access; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Items.Storage;