* 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>
29 lines
926 B
C#
29 lines
926 B
C#
using Content.Server.Damage.Components;
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using Content.Server.Popups;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Damage.Systems;
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/// <summary>
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/// Outputs a random pop-up from the strings list when an object receives damage
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/// </summary>
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public sealed class DamageRandomPopupSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageRandomPopupComponent, DamageChangedEvent>(OnDamageChange);
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}
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private void OnDamageChange(EntityUid uid, DamageRandomPopupComponent component, DamageChangedEvent args)
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{
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_popupSystem.PopupEntity(Loc.GetString(_random.Pick(component.Popups)), uid);
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}
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}
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