Replace obsolete EntityWhitelist IsValid usages (#28465)

* Replace obsolete whitelist is valid with whitelist system

* Consistency

* Fix logic

* Bork

* I figured out how to get whitelists on the client lol

* test fail

* woops

* HELP ME FUNCTIONS

* Fix errors

* simplify

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-06-01 20:10:24 -07:00
committed by GitHub
parent dce68e48e8
commit d6ba166d3b
31 changed files with 186 additions and 56 deletions

View File

@@ -1,6 +1,7 @@
using Content.Shared.Damage;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
@@ -15,6 +16,7 @@ public abstract class SharedDamageMarkerSystem : EntitySystem
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
@@ -58,7 +60,7 @@ public abstract class SharedDamageMarkerSystem : EntitySystem
if (!args.OtherFixture.Hard ||
args.OurFixtureId != SharedProjectileSystem.ProjectileFixture ||
component.Amount <= 0 ||
component.Whitelist?.IsValid(args.OtherEntity, EntityManager) == false ||
_whitelistSystem.IsWhitelistFail(component.Whitelist, args.OtherEntity) ||
!TryComp<ProjectileComponent>(uid, out var projectile) ||
projectile.Weapon == null)
{