Make DoAfters use DamageChangedMessage instead of an event (#3115)
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@@ -2,7 +2,9 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components
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{
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@@ -19,7 +21,7 @@ namespace Content.Server.GameObjects.Components
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public override ComponentState GetComponentState()
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{
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var toAdd = new List<ClientDoAfter>();
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foreach (var doAfter in DoAfters)
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{
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// THE ALMIGHTY PYRAMID
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@@ -33,13 +35,42 @@ namespace Content.Server.GameObjects.Components
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doAfter.EventArgs.BreakOnTargetMove,
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doAfter.EventArgs.MovementThreshold,
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doAfter.EventArgs.Target?.Uid ?? EntityUid.Invalid);
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toAdd.Add(clientDoAfter);
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}
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return new DoAfterComponentState(toAdd);
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case DamageChangedMessage msg:
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if (DoAfters.Count == 0)
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{
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return;
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}
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if (!msg.TookDamage)
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{
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return;
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}
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foreach (var doAfter in _doAfters.Keys)
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{
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if (doAfter.EventArgs.BreakOnDamage)
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{
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doAfter.TookDamage = true;
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}
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}
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break;
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}
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}
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public void Add(DoAfter doAfter)
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{
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_doAfters.Add(doAfter, _runningIndex);
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