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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@@ -4,7 +4,8 @@ using Content.Shared.Armor;
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using Content.Shared.Atmos.Rotting;
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using Content.Shared.Body.Components;
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using Content.Shared.Changeling.Components;
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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.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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@@ -92,7 +93,7 @@ public sealed class ChangelingDevourSystem : EntitySystem
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if (damage.Damage.DamageDict.TryGetValue(damagePoints.Key, out var val) && val > comp.DevourConsumeDamageCap)
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return;
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}
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_damageable.TryChangeDamage(target, comp.DamagePerTick, true, true, damage, user);
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_damageable.ChangeDamage((target.Value, damage), comp.DamagePerTick, true, true, user);
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}
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/// <summary>
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