Fix DamageOtherOnHit.OnDoHit when the target is terminating or deleted (#28690)
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@@ -32,22 +32,25 @@ 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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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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if (dmg != null && HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
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if (dmg is { Empty: false })
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if (!TerminatingOrDeleted(args.Target))
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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var dmg = _damageable.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances, origin: args.Component.Thrower);
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_guns.PlayImpactSound(args.Target, dmg, null, false);
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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var direction = body.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(args.Target, direction);
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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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if (dmg != null && HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
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if (dmg is { Empty: false })
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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_guns.PlayImpactSound(args.Target, dmg, null, false);
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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var direction = body.LinearVelocity.Normalized();
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_sharedCameraRecoil.KickCamera(args.Target, direction);
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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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