* 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
767 B
C#
26 lines
767 B
C#
using Content.Shared.Damage.Components;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Destructible.Thresholds.Triggers;
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/// <summary>
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/// A trigger that will activate when the total amount of damage received
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/// is above the specified threshold.
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/// </summary>
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[Serializable, NetSerializable]
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[DataDefinition]
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public sealed partial class DamageTrigger : IThresholdTrigger
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{
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/// <summary>
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/// The amount of damage at which this threshold will trigger.
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/// </summary>
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[DataField(required: true)]
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public FixedPoint2 Damage = default!;
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public bool Reached(Entity<DamageableComponent> damageable, SharedDestructibleSystem system)
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{
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return damageable.Comp.TotalDamage >= Damage;
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}
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}
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