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 +1,6 @@
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using Content.Server.Ninja.Events;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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@@ -9,8 +9,6 @@ using Content.Shared.Stunnable;
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using Content.Shared.Timing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Ninja.Systems;
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@@ -62,7 +60,7 @@ public sealed class StunProviderSystem : SharedStunProviderSystem
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_audio.PlayPvs(comp.Sound, target);
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_damageable.TryChangeDamage(target, comp.StunDamage, false, true, null, origin: uid);
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_damageable.ChangeDamage(target, comp.StunDamage, origin: uid);
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_stun.TryAddParalyzeDuration(target, comp.StunTime);
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// short cooldown to prevent instant stunlocking
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