using Content.Shared.Weapons.Marker; // Lavaland Change using Content.Server._Lavaland.Pressure; using Content.Shared._Lavaland.Weapons.Marker; // using Content.Shared._White.BackStab; -- Can someone PLEASE implement this using Content.Shared.Damage; using Content.Shared.Stunnable; namespace Content.Server.Weapons; public sealed class DamageMarkerSystem : SharedDamageMarkerSystem { // Lavaland Change Start [Dependency] private readonly PressureEfficiencyChangeSystem _pressure = default!; // // \ [Dependency] private readonly BackStabSystem _backstab = default!; [Dependency] private readonly SharedStunSystem _stun = default!; [Dependency] private readonly DamageableSystem _damageable = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnApplyMarkerBonus); } private void OnApplyMarkerBonus(EntityUid uid, DamageMarkerComponent component, ref ApplyMarkerBonusEvent args) { if (!TryComp(uid, out var damageable)) return; if (TryComp(args.Weapon, out var boost)) { var pressureMultiplier = 1f; if (TryComp(args.Weapon, out var pressure) && _pressure.ApplyModifier((args.Weapon, pressure))) pressureMultiplier = pressure.AppliedModifier; //if (boost.BackstabBoost != null // && _backstab.TryBackstab(uid, args.User, Angle.FromDegrees(45d), playSound: false)) // _damageable.TryChangeDamage(uid, // (boost.BackstabBoost + boost.Boost) * pressureMultiplier, // damageable: damageable, // origin: args.User); //else _damageable.TryChangeDamage(uid, boost.Boost * pressureMultiplier, damageable: damageable, origin: args.User); } } // Lavaland Change End }