New Projectile Effect:Temperature Change (#31004)
* bah * all done, thanks slarti * makes the watcher do the thing * Update TemperatureSystem.cs Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> * changes something --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
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@@ -12,6 +12,8 @@ using Content.Shared.Rejuvenate;
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using Content.Shared.Temperature;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Physics.Events;
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using Content.Shared.Projectiles;
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namespace Content.Server.Temperature.Systems;
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@@ -21,6 +23,7 @@ public sealed class TemperatureSystem : EntitySystem
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly TemperatureSystem _temperature = default!;
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/// <summary>
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/// All the components that will have their damage updated at the end of the tick.
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@@ -47,6 +50,8 @@ public sealed class TemperatureSystem : EntitySystem
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SubscribeLocalEvent<InternalTemperatureComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<ChangeTemperatureOnCollideComponent, ProjectileHitEvent>(ChangeTemperatureOnCollide);
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// Allows overriding thresholds based on the parent's thresholds.
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SubscribeLocalEvent<TemperatureComponent, EntParentChangedMessage>(OnParentChange);
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SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentStartup>(
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@@ -300,6 +305,11 @@ public sealed class TemperatureSystem : EntitySystem
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args.Args.TemperatureDelta *= ev.Coefficient;
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}
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private void ChangeTemperatureOnCollide(Entity<ChangeTemperatureOnCollideComponent> ent, ref ProjectileHitEvent args)
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{
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_temperature.ChangeHeat(args.Target, ent.Comp.Heat, ent.Comp.IgnoreHeatResistance);// adjust the temperature
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}
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private void OnParentChange(EntityUid uid, TemperatureComponent component,
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ref EntParentChangedMessage args)
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{
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