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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@@ -17,7 +17,7 @@ public sealed class DamageOtherOnHitSystem : SharedDamageOtherOnHitSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly Shared.Damage.Systems.DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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@@ -33,13 +33,13 @@ public sealed class DamageOtherOnHitSystem : SharedDamageOtherOnHitSystem
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if (TerminatingOrDeleted(args.Target))
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return;
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var dmg = _damageable.TryChangeDamage(args.Target, component.Damage * _damageable.UniversalThrownDamageModifier, component.IgnoreResistances, origin: args.Component.Thrower);
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var dmg = _damageable.ChangeDamage(args.Target, component.Damage * _damageable.UniversalThrownDamageModifier, 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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if (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 (!dmg.Empty)
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{
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_color.RaiseEffect(Color.Red, [args.Target], Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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