diff --git a/Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs b/Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs index ff4d1cabe9..8a7b3df0b2 100644 --- a/Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs +++ b/Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs @@ -32,31 +32,25 @@ namespace Content.Server.Damage.Systems private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args) { - if (!TerminatingOrDeleted(args.Target)) + if (TerminatingOrDeleted(args.Target)) + return; + + var dmg = _damageable.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances, origin: args.Component.Thrower); + + // Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying. + if (dmg != null && HasComp(args.Target)) + _adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision"); + + if (dmg is { Empty: false }) { - var dmg = _damageable.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances, origin: args.Component.Thrower); - - // Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying. - if (dmg != null && HasComp(args.Target)) - _adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision"); - - if (dmg is { Empty: false }) - { - _color.RaiseEffect(Color.Red, new List() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager)); - } - - _guns.PlayImpactSound(args.Target, dmg, null, false); - if (TryComp(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f) - { - var direction = body.LinearVelocity.Normalized(); - _sharedCameraRecoil.KickCamera(args.Target, direction); - } + _color.RaiseEffect(Color.Red, new List() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager)); } - // TODO: If more stuff touches this then handle it after. - if (TryComp(uid, out var physics)) + _guns.PlayImpactSound(args.Target, dmg, null, false); + if (TryComp(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f) { - _thrownItem.LandComponent(args.Thrown, args.Component, physics, false); + var direction = body.LinearVelocity.Normalized(); + _sharedCameraRecoil.KickCamera(args.Target, direction); } }