* 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>
26 lines
997 B
C#
26 lines
997 B
C#
using Content.Shared.Damage;
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using Content.Shared.Trigger.Components.Effects;
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namespace Content.Shared.Trigger.Systems;
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public sealed class DamageOnTriggerSystem : XOnTriggerSystem<DamageOnTriggerComponent>
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{
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[Dependency] private readonly Damage.Systems.DamageableSystem _damageableSystem = default!;
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protected override void OnTrigger(Entity<DamageOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
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{
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var damage = new DamageSpecifier(ent.Comp.Damage);
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var ev = new BeforeDamageOnTriggerEvent(damage, target);
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RaiseLocalEvent(ent.Owner, ref ev);
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args.Handled |= _damageableSystem.TryChangeDamage(target, ev.Damage, ent.Comp.IgnoreResistances, origin: ent.Owner);
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}
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}
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/// <summary>
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/// Raised on an entity before it deals damage using DamageOnTriggerComponent.
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/// Used to modify the damage that will be dealt.
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/// </summary>
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[ByRefEvent]
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public record struct BeforeDamageOnTriggerEvent(DamageSpecifier Damage, EntityUid Tripper);
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