Files
tbd-station-14/Content.Shared/Projectiles/SharedProjectileSystem.cs
2023-05-14 13:15:18 +10:00

54 lines
1.6 KiB
C#

using Content.Shared.Projectiles;
using Robust.Shared.Map;
using Robust.Shared.Physics.Events;
using Robust.Shared.Serialization;
namespace Content.Shared.Projectiles
{
public abstract class SharedProjectileSystem : EntitySystem
{
public const string ProjectileFixture = "projectile";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
}
private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args)
{
if (component.IgnoreShooter && args.BodyB.Owner == component.Shooter)
{
args.Cancelled = true;
}
}
public void SetShooter(ProjectileComponent component, EntityUid uid)
{
if (component.Shooter == uid) return;
component.Shooter = uid;
Dirty(component);
}
}
[Serializable, NetSerializable]
public sealed class ImpactEffectEvent : EntityEventArgs
{
public string Prototype;
public EntityCoordinates Coordinates;
public ImpactEffectEvent(string prototype, EntityCoordinates coordinates)
{
Prototype = prototype;
Coordinates = coordinates;
}
}
}
/// <summary>
/// Raised when entity is just about to be hit with projectile but can reflect it
/// </summary>
[ByRefEvent]
public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);