adds a source uid to most damage & mobstate events (#11559)
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
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@@ -148,7 +148,7 @@ public sealed class ClimbSystem : SharedClimbSystem
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_stunSystem.TryParalyze(user, TimeSpan.FromSeconds(component.BonkTime), true);
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if (component.BonkDamage is { } bonkDmg)
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_damageableSystem.TryChangeDamage(user, bonkDmg, true);
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_damageableSystem.TryChangeDamage(user, bonkDmg, true, origin: user);
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return true;
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}
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@@ -363,8 +363,8 @@ public sealed class ClimbSystem : SharedClimbSystem
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if (TryComp<PhysicsComponent>(args.Climber, out var physics) && physics.Mass <= component.MassLimit)
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return;
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_damageableSystem.TryChangeDamage(args.Climber, component.ClimberDamage);
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_damageableSystem.TryChangeDamage(uid, component.TableDamage);
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_damageableSystem.TryChangeDamage(args.Climber, component.ClimberDamage, origin: args.Climber);
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_damageableSystem.TryChangeDamage(uid, component.TableDamage, origin: args.Climber);
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_stunSystem.TryParalyze(args.Climber, TimeSpan.FromSeconds(component.StunTime), true);
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// Not shown to the user, since they already get a 'you climb on the glass table' popup
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