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>
This commit is contained in:
Hannah Giovanna Dawson
2025-10-27 19:53:04 +00:00
committed by GitHub
parent cf66dd7b35
commit cdbe92d37d
157 changed files with 1127 additions and 967 deletions

View File

@@ -14,10 +14,9 @@ using Content.Server.NPC.Systems;
using Content.Server.StationEvents.Components;
using Content.Server.Speech.Components;
using Content.Shared.Body.Components;
using Content.Shared.Chat;
using Content.Shared.CombatMode;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Humanoid;
@@ -248,8 +247,7 @@ public sealed partial class ZombieSystem
tempComp.ColdDamage.ClampMax(0);
//Heals the zombie from all the damage it took while human
if (TryComp<DamageableComponent>(target, out var damageablecomp))
_damageable.SetAllDamage(target, damageablecomp, 0);
_damageable.ClearAllDamage(target);
_mobState.ChangeMobState(target, MobState.Alive);
_faction.ClearFactions(target, dirty: false);