Shadow anomaly returns (#24629)
* content * add cat * ambient * I FORGOT HEARTS! * fix ambient * some fixes * canCollide: false * connect to damageable * pi * remove fx * some fixes * *sad bruh* * hazed * Update base_shadow.yml
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Content.Server/Flash/DamagedByFlashingSystem.cs
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22
Content.Server/Flash/DamagedByFlashingSystem.cs
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using Content.Server.Flash.Components;
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using Content.Shared.Damage;
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namespace Content.Server.Flash;
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public sealed class DamagedByFlashingSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamagedByFlashingComponent, FlashAttemptEvent>(OnFlashAttempt);
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}
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private void OnFlashAttempt(Entity<DamagedByFlashingComponent> ent, ref FlashAttemptEvent args)
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{
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_damageable.TryChangeDamage(ent, ent.Comp.FlashDamage);
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//To Do: It would be more logical if different flashes had different power,
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//and the damage would be inflicted depending on the strength of the flash.
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}
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}
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