fix reflected projectiles dealing stamina damage (#17648)
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@@ -7,13 +7,13 @@ using Content.Shared.Damage.Events;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Rounding;
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using Content.Shared.Stunnable;
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using Content.Shared.Weapons.Melee.Events;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -31,8 +31,6 @@ public sealed partial class StaminaSystem : EntitySystem
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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private const string CollideFixture = "projectile";
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/// <summary>
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/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
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/// </summary>
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@@ -52,7 +50,7 @@ public sealed partial class StaminaSystem : EntitySystem
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnCollide);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnHit);
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}
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@@ -144,7 +142,7 @@ public sealed partial class StaminaSystem : EntitySystem
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return;
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var damage = args.PushProbability * component.CritThreshold;
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TakeStaminaDamage(uid, damage, component, source:args.Source);
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TakeStaminaDamage(uid, damage, component, source: args.Source);
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// We need a better method of getting if the entity is going to resist stam damage, both this and the lines in the foreach at the end of OnHit() are awful
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if (!component.Critical)
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@@ -204,7 +202,7 @@ public sealed partial class StaminaSystem : EntitySystem
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foreach (var (ent, comp) in toHit)
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{
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var oldDamage = comp.StaminaDamage;
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TakeStaminaDamage(ent, damage / toHit.Count, comp, source:args.User, with:args.Weapon);
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TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon);
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if (comp.StaminaDamage.Equals(oldDamage))
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{
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_popup.PopupClient(Loc.GetString("stamina-resist"), ent, args.User);
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@@ -212,11 +210,9 @@ public sealed partial class StaminaSystem : EntitySystem
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}
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}
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private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, ref StartCollideEvent args)
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private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
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{
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if (!args.OurFixture.ID.Equals(CollideFixture)) return;
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TakeStaminaDamage(args.OtherEntity, component.Damage, source:args.OurEntity);
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TakeStaminaDamage(args.Target, component.Damage, source: uid);
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}
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private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
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@@ -413,4 +409,4 @@ public sealed partial class StaminaSystem : EntitySystem
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/// Raised before stamina damage is dealt to allow other systems to cancel it.
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/// </summary>
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[ByRefEvent]
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public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled=false);
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public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false);
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