Remove combat mode component reference (#15206)
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@@ -5,7 +5,6 @@ using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.CombatMode;
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using Content.Server.Disease.Components;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Humanoid;
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@@ -18,6 +17,7 @@ using Content.Server.Popups;
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using Content.Server.Speech.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Traitor;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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@@ -53,6 +53,7 @@ namespace Content.Server.Zombies
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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@@ -116,7 +117,7 @@ namespace Content.Server.Zombies
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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RemComp<CombatModeComponent>(target);
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var combat = AddComp<CombatModeComponent>(target);
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combat.IsInCombatMode = true;
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_combat.SetInCombatMode(target, true, combat);
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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