Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
This commit is contained in:
@@ -30,8 +30,6 @@ using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timing.Timer;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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namespace Content.Server.Doors.Components
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{
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@@ -44,37 +42,8 @@ namespace Content.Server.Doors.Components
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[DataField("board")]
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private string? _boardPrototype;
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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<<<<<<< refs/remotes/origin/master
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[DataField("tryOpenDoorSound")]
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private SoundSpecifier _tryOpenDoorSound = new SoundPathSpecifier("/Audio/Effects/bang.ogg");
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=======
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=======
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[DataField("tryOpenDoorSound")]
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private SoundSpecifier _tryOpenDoorSound = new SoundPathSpecifier("/Audio/Effects/bang.ogg");
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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[DataField("tryOpenDoorSound")]
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private SoundSpecifier _tryOpenDoorSound = new SoundPathSpecifier("/Audio/Effects/bang.ogg");
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>>>>>>> refactor-damageablecomponent
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// TODO PROTOTYPE Replace this datafield variable with prototype references, once they are supported.
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// Also remove Initialize override, if no longer needed.
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[DataField("damageType")]
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private readonly string _damageTypeID = "Blunt";
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageTypePrototype DamageType = default!;
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protected override void Initialize()
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{
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base.Initialize();
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DamageType = IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>(_damageTypeID);
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}
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<<<<<<< HEAD
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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>>>>>>> refactor-damageablecomponent
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public override DoorState State
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{
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@@ -567,15 +536,7 @@ namespace Content.Server.Doors.Components
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hitsomebody = true;
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CurrentlyCrushing.Add(e.Owner.Uid);
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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damage.ChangeDamage(DamageType.Blunt, DoorCrushDamage, false, Owner);
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=======
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damage.TryChangeDamage(DamageType, DoorCrushDamage);
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>>>>>>> Refactor damageablecomponent update (#4406)
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=======
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damage.TryChangeDamage(DamageType, DoorCrushDamage);
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>>>>>>> refactor-damageablecomponent
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stun.Paralyze(DoorStunTime);
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}
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