using Content.Server.Damage.Components; using Content.Shared.Damage.Components; using Content.Shared.Throwing; using Robust.Shared.GameObjects; namespace Content.Server.Damage { public class DamageOtherOnHitSystem : EntitySystem { public override void Initialize() { SubscribeLocalEvent(OnDoHit); } private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args) { if (!args.Target.TryGetComponent(out IDamageableComponent? damageable)) return; <<<<<<< HEAD <<<<<<< refs/remotes/origin/master damageable.ChangeDamage(component.DamageType, component.Amount, component.IgnoreResistances, args.User); ======= damageable.TryChangeDamage(component.DamageType, component.Amount, component.IgnoreResistances); >>>>>>> Bring refactor-damageablecomponent branch up-to-date with master (#4510) ======= damageable.TryChangeDamage(component.DamageType, component.Amount, component.IgnoreResistances); >>>>>>> refactor-damageablecomponent } } }