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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@@ -1,4 +1,4 @@
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Weapons.Hitscan.Components;
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using Content.Shared.Weapons.Hitscan.Events;
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@@ -22,9 +22,7 @@ public sealed class HitscanBasicDamageSystem : EntitySystem
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var dmg = ent.Comp.Damage * _damage.UniversalHitscanDamageModifier;
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var damageDealt = _damage.TryChangeDamage(args.Data.HitEntity, dmg, origin: args.Data.Gun);
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if (damageDealt == null)
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if(!_damage.TryChangeDamage(args.Data.HitEntity.Value, dmg, out var damageDealt, origin: args.Data.Gun))
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return;
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var damageEvent = new HitscanDamageDealtEvent
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