diff --git a/Content.Server/Projectiles/ProjectileSystem.cs b/Content.Server/Projectiles/ProjectileSystem.cs index 15ea5936e1..0061b16e47 100644 --- a/Content.Server/Projectiles/ProjectileSystem.cs +++ b/Content.Server/Projectiles/ProjectileSystem.cs @@ -69,9 +69,6 @@ public sealed class ProjectileSystem : SharedProjectileSystem component.DamagedEntity = true; - var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target, args.OtherFixture); - RaiseLocalEvent(uid, ref afterProjectileHitEvent); - if (component.DeleteOnCollide) QueueDel(uid); diff --git a/Content.Shared/Projectiles/SharedProjectileSystem.cs b/Content.Shared/Projectiles/SharedProjectileSystem.cs index f57e873653..f40a7a0363 100644 --- a/Content.Shared/Projectiles/SharedProjectileSystem.cs +++ b/Content.Shared/Projectiles/SharedProjectileSystem.cs @@ -34,7 +34,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem base.Initialize(); SubscribeLocalEvent(PreventCollision); - SubscribeLocalEvent(AfterProjectileHit); SubscribeLocalEvent(OnEmbedProjectileHit); SubscribeLocalEvent(OnEmbedThrowDoHit); SubscribeLocalEvent(OnEmbedActivate); @@ -163,18 +162,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem { args.Cancel("pacified-cannot-throw-embed"); } - - /// - /// Checks if the projectile is allowed to penetrate the target it hit. - /// - private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args) - { - //Overrides the original DeleteOnCollide if the projectile passes all penetration checks. - //This is to prevent having to set DeleteOnCollide to false on every prototype - //you want to give the ability to penetrate entities. - if(component.DeleteOnCollide) - component.DeleteOnCollide = false; - } } [Serializable, NetSerializable] @@ -201,9 +188,3 @@ public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, Projectile /// [ByRefEvent] public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, EntityUid? Shooter = null); - -/// -/// Raised after a projectile has dealt it's damage. -/// -[ByRefEvent] -public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);