Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
This commit is contained in:
@@ -7,17 +7,12 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.IoC;
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using Content.Shared.Damage;
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namespace Content.Server.Projectiles
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{
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[UsedImplicitly]
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internal sealed class ProjectileSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -44,27 +39,19 @@ namespace Content.Server.Projectiles
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}
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else
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{
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<<<<<<< HEAD
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<<<<<<< refs/remotes/origin/master
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var soundHit = component.SoundHit?.GetSound();
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if (!string.IsNullOrEmpty(soundHit))
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SoundSystem.Play(playerFilter, soundHit, coordinates);
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=======
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SoundSystem.Play(playerFilter, component.SoundHit.GetSound(), coordinates);
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>>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510)
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=======
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SoundSystem.Play(playerFilter, component.SoundHit.GetSound(), coordinates);
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>>>>>>> refactor-damageablecomponent
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}
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if (!otherEntity.Deleted && otherEntity.TryGetComponent(out IDamageableComponent? damage))
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{
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EntityManager.TryGetEntity(component.Shooter, out var shooter);
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foreach (var (damageTypeID, amount) in component.Damages)
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foreach (var (damageType, amount) in component.Damages)
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{
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damage.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>(damageTypeID), amount);
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damage.ChangeDamage(damageType, amount, false, shooter);
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}
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component.DamagedEntity = true;
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