Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts: # Content.Client/Crayon/CrayonDecalVisualizer.cs # Content.Client/Tabletop/TabletopSystem.cs # Content.IntegrationTests/Tests/InventoryHelpersTest.cs # Content.Server/AI/EntitySystems/AiSystem.cs # Content.Server/AI/Utility/AiLogic/UtilityAI.cs # Content.Server/AME/AMENodeGroup.cs # Content.Server/Administration/AdminVerbSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chemistry/Components/InjectorComponent.cs # Content.Server/Chemistry/TileReactions/CleanTileReaction.cs # Content.Server/Chemistry/TileReactions/SpillTileReaction.cs # Content.Server/Crayon/CrayonComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fluids/Components/MopComponent.cs # Content.Server/Fluids/Components/SpillExtensions.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/Instruments/InstrumentSystem.cs # Content.Server/Nutrition/EntitySystems/DrinkSystem.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/PneumaticCannon/PneumaticCannonSystem.cs # Content.Server/Storage/Components/EntityStorageComponent.cs # Content.Server/Storage/Components/StorageFillComponent.cs # Content.Server/Stunnable/StunbatonSystem.cs # Content.Server/Throwing/ThrowHelper.cs # Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs # Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs # Content.Shared/Damage/Components/DamageableComponent.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/MobState/Components/MobStateComponent.cs # Content.Shared/Slippery/SharedSlipperySystem.cs
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@@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using Content.Shared.Acts;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Radiation;
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using Robust.Shared.Analyzers;
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@@ -13,8 +12,6 @@ using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.ViewVariables;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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namespace Content.Shared.Damage
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{
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@@ -95,11 +92,7 @@ namespace Content.Shared.Damage
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damage.DamageDict.Add(typeID, damageValue);
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}
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var actual = EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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// should logging be disabled during rad storms? a lot of entities are going to be damaged.
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if (actual != null && !actual.Empty)
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EntitySystem.Get<SharedAdminLogSystem>().Add(LogType.Radiation, $"{Owner} took {actual.Total} radiation damage");
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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}
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// TODO EXPLOSION Remove this.
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@@ -120,11 +113,7 @@ namespace Content.Shared.Damage
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damage.DamageDict.Add(typeID, damageValue);
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}
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var actual = EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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// will logging handle nukes?
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if (actual != null && !actual.Empty)
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EntitySystem.Get<SharedAdminLogSystem>().Add(LogType.Explosion, $"{Owner} took {actual.Total} explosion damage");
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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}
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}
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