mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
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Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster
# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.
(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using Content.Server.Damage.Components;
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Damage;
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namespace Content.Server.Damage.Systems;
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// System for damage that occurs on specific trigger, towards the user..
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public sealed class DamageUserOnTriggerSystem : 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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SubscribeLocalEvent<DamageUserOnTriggerComponent, TriggerEvent>(OnTrigger);
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}
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private void OnTrigger(EntityUid uid, DamageUserOnTriggerComponent component, TriggerEvent args)
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{
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if (args.User is null)
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return;
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args.Handled |= OnDamageTrigger(uid, args.User.Value, component);
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}
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private bool OnDamageTrigger(EntityUid source, EntityUid target, DamageUserOnTriggerComponent? component = null)
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{
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if (!Resolve(source, ref component))
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{
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return false;
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}
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var damage = new DamageSpecifier(component.Damage);
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var ev = new BeforeDamageUserOnTriggerEvent(damage, target);
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RaiseLocalEvent(source, ev);
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return _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: source, targetPart: component.TargetPart) is not null; // Shitmed Change
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}
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}
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public sealed class BeforeDamageUserOnTriggerEvent : EntityEventArgs
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{
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public DamageSpecifier Damage { get; set; }
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public EntityUid Tripper { get; }
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public BeforeDamageUserOnTriggerEvent(DamageSpecifier damage, EntityUid target)
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{
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Damage = damage;
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Tripper = target;
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}
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} |