* 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>
27 lines
980 B
C#
27 lines
980 B
C#
using Content.Shared.Flash.Components;
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using Content.Shared.Damage.Systems;
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namespace Content.Shared.Flash;
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public sealed class DamagedByFlashingSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamagedByFlashingComponent, FlashAttemptEvent>(OnFlashAttempt);
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}
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// TODO: Attempt events should not be doing state changes. But using AfterFlashedEvent does not work because this entity cannot get the status effect.
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// Best wait for Ed's status effect system rewrite.
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private void OnFlashAttempt(Entity<DamagedByFlashingComponent> ent, ref FlashAttemptEvent args)
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{
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_damageable.ChangeDamage(ent.Owner, ent.Comp.FlashDamage);
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// TODO: It would be more logical if different flashes had different power,
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// and the damage would be inflicted depending on the strength of the flash.
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}
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}
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