adds a few logitems & bumps bullethit to high/extreme, depending on if a player was hit

This commit is contained in:
Paul
2021-12-20 15:17:40 +01:00
parent d4d85b663f
commit 7757b94333
3 changed files with 12 additions and 1 deletions

View File

@@ -1,14 +1,17 @@
using System;
using System.Threading;
using Content.Server.Administration.Logs;
using Content.Server.Power.EntitySystems;
using Content.Server.Projectiles.Components;
using Content.Server.Singularity.Components;
using Content.Server.Storage.Components;
using Content.Shared.Audio;
using Content.Shared.Database;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Singularity.Components;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -26,6 +29,7 @@ namespace Content.Server.Singularity.EntitySystems
public class EmitterSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AdminLogSystem _adminLog = default!;
public override void Initialize()
{
@@ -56,6 +60,10 @@ namespace Content.Server.Singularity.EntitySystems
SwitchOff(component);
component.Owner.PopupMessage(args.User, Loc.GetString("comp-emitter-turned-off", ("target", component.Owner)));
}
_adminLog.Add(LogType.Emitter,
component.IsOn ? LogImpact.Medium : LogImpact.High,
$"{ToPrettyString(args.User):player} toggled {ToPrettyString(uid):emitter}");
}
else
{