Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
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@@ -13,8 +13,6 @@ namespace Content.Server.Projectiles.Components
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[ComponentReference(typeof(SharedProjectileComponent))]
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public class ProjectileComponent : SharedProjectileComponent
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{
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
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[ViewVariables]
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@@ -23,33 +21,12 @@ namespace Content.Server.Projectiles.Components
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get => _damages;
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set => _damages = value;
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}
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=======
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=======
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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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// This also requires changing the dictionary type and modifying ProjectileSystem.cs, which uses it.
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// While thats being done, also replace "damages" -> "damageTypes" For consistency.
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[DataField("damages")]
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<string, int> Damages { get; set; } = new();
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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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[DataField("deleteOnCollide")]
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public bool DeleteOnCollide { get; } = true;
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// Get that juicy FPS hit sound
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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[DataField("soundHit", required: true)] public SoundSpecifier? SoundHit = default!;
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=======
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[DataField("soundHit", required: true)] public SoundSpecifier SoundHit = default!;
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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[DataField("soundHit", required: true)] public SoundSpecifier SoundHit = default!;
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>>>>>>> refactor-damageablecomponent
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[DataField("soundHitSpecies")] public SoundSpecifier? SoundHitSpecies = null;
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public bool DamagedEntity;
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