Make melee damage not go through MeleeHitEvent.cs (#16881)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -2,6 +2,7 @@ using Content.Server.Power.Components;
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using Content.Server.Power.Events;
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using Content.Server.Stunnable.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
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@@ -27,15 +28,16 @@ namespace Content.Server.Stunnable.Systems
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SubscribeLocalEvent<StunbatonComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<StunbatonComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<StunbatonComponent, StaminaDamageOnHitAttemptEvent>(OnStaminaHitAttempt);
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SubscribeLocalEvent<StunbatonComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<StunbatonComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnMeleeHit(EntityUid uid, StunbatonComponent component, MeleeHitEvent args)
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private void OnGetMeleeDamage(EntityUid uid, StunbatonComponent component, ref GetMeleeDamageEvent args)
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{
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if (!component.Activated) return;
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if (!component.Activated)
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return;
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// Don't apply damage if it's activated; just do stamina damage.
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args.BonusDamage -= args.BaseDamage;
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args.Damage = new DamageSpecifier();
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}
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private void OnStaminaHitAttempt(EntityUid uid, StunbatonComponent component, ref StaminaDamageOnHitAttemptEvent args)
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