Fix for thrown items dealing damage twice to first target (#30115)
* FUCK YOU * fine --------- Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -32,8 +32,9 @@ namespace Content.Server.Damage.Systems
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private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
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{
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if (!TerminatingOrDeleted(args.Target))
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{
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if (TerminatingOrDeleted(args.Target))
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return;
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var dmg = _damageable.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances, origin: args.Component.Thrower);
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// 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.
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@@ -53,13 +54,6 @@ namespace Content.Server.Damage.Systems
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}
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}
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// TODO: If more stuff touches this then handle it after.
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if (TryComp<PhysicsComponent>(uid, out var physics))
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{
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_thrownItem.LandComponent(args.Thrown, args.Component, physics, false);
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}
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}
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private void OnDamageExamine(EntityUid uid, DamageOtherOnHitComponent component, ref DamageExamineEvent args)
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{
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_damageExamine.AddDamageExamine(args.Message, component.Damage, Loc.GetString("damage-throw"));
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