Remove combat mode component reference (#15206)

This commit is contained in:
DrSmugleaf
2023-04-08 13:16:48 -07:00
committed by GitHub
parent b4164e62b1
commit 34bcd042d1
29 changed files with 126 additions and 159 deletions

View File

@@ -5,7 +5,6 @@ using Content.Server.Body.Systems;
using Content.Server.Chat;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.CombatMode;
using Content.Server.Disease.Components;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Humanoid;
@@ -18,6 +17,7 @@ using Content.Server.Popups;
using Content.Server.Speech.Components;
using Content.Server.Temperature.Components;
using Content.Server.Traitor;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
@@ -53,6 +53,7 @@ namespace Content.Server.Zombies
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
@@ -116,7 +117,7 @@ namespace Content.Server.Zombies
//in an attempt to make an entity not attack. This is the easiest way to do it.
RemComp<CombatModeComponent>(target);
var combat = AddComp<CombatModeComponent>(target);
combat.IsInCombatMode = true;
_combat.SetInCombatMode(target, true, combat);
//This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later