* predict damage examine * . * required true * nits --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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namespace Content.Shared.Damage.Systems;
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public abstract class SharedDamageOtherOnHitSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageOtherOnHitComponent, DamageExamineEvent>(OnDamageExamine);
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SubscribeLocalEvent<DamageOtherOnHitComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
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}
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private void OnDamageExamine(Entity<DamageOtherOnHitComponent> ent, ref DamageExamineEvent args)
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{
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_damageExamine.AddDamageExamine(args.Message, _damageable.ApplyUniversalAllModifiers(ent.Comp.Damage * _damageable.UniversalThrownDamageModifier), Loc.GetString("damage-throw"));
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}
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/// <summary>
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/// Prevent players with the Pacified status effect from throwing things that deal damage.
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/// </summary>
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private void OnAttemptPacifiedThrow(Entity<DamageOtherOnHitComponent> ent, ref AttemptPacifiedThrowEvent args)
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{
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args.Cancel("pacified-cannot-throw");
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}
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}
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