* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
16 lines
488 B
C#
16 lines
488 B
C#
using Content.Shared.Damage.Systems;
|
|
using Robust.Shared.GameStates;
|
|
|
|
namespace Content.Shared.Damage.Components;
|
|
|
|
/// <summary>
|
|
/// Prevent the object from getting hit by projetiles unless you target the object.
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
|
[Access(typeof(RequireProjectileTargetSystem))]
|
|
public sealed partial class RequireProjectileTargetComponent : Component
|
|
{
|
|
[DataField, AutoNetworkedField]
|
|
public bool Active = true;
|
|
}
|