* 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>
25 lines
804 B
C#
25 lines
804 B
C#
using Content.Server.Damage.Components;
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using Content.Shared.Weapons.Melee.Events;
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using System.Linq;
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using Content.Shared.Damage.Systems;
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namespace Content.Server.Damage.Systems;
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public sealed class DamageOnHitSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageOnHitComponent, MeleeHitEvent>(DamageItem);
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}
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// Looks for a hit, then damages the held item an appropriate amount.
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private void DamageItem(EntityUid uid, DamageOnHitComponent component, MeleeHitEvent args)
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{
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if (args.HitEntities.Any()) {
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_damageableSystem.TryChangeDamage(uid, component.Damage, component.IgnoreResistances);
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}
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}
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}
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