Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -1,6 +1,8 @@
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Execution;
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using Content.Shared.FixedPoint;
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using Content.Shared.Ghost;
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@@ -280,7 +282,7 @@ public sealed class SuicideCommandTests
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await server.WaitAssertion(() =>
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{
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// Heal all damage first (possible low pressure damage taken)
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damageableSystem.SetAllDamage(player, damageableComp, 0);
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damageableSystem.ClearAllDamage((player, damageableComp));
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consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
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var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
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@@ -355,7 +357,7 @@ public sealed class SuicideCommandTests
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await server.WaitAssertion(() =>
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{
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// Heal all damage first (possible low pressure damage taken)
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damageableSystem.SetAllDamage(player, damageableComp, 0);
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damageableSystem.ClearAllDamage((player, damageableComp));
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consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
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var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
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