Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call
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@@ -296,7 +296,7 @@ namespace Content.Shared.Damage
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DamageChanged(uid, component, new DamageSpecifier());
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}
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public void SetDamageModifierSetId(EntityUid uid, string damageModifierSetId, DamageableComponent? comp = null)
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public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null)
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{
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if (!_damageableQuery.Resolve(uid, ref comp))
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return;
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