private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
        {
            if (!args.Target.TryGetComponent(out IDamageableComponent? damageable))
            {
                return;
            }

            damageable.TryChangeDamage(component.DamageType, component.Amount, component.IgnoreResistances);
        }
Beispiel #2
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        private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
        {
            var dmg = _damageableSystem.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances);

            if (dmg != null)
            {
                _logSystem.Add(LogType.ThrowHit, $"{args.Target} received {dmg.Total} damage from collision");
            }
        }
Beispiel #3
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        private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
        {
            var dmg = _damageableSystem.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances);

            // Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
            if (dmg != null && HasComp <MobStateComponent>(args.Target))
            {
                _logSystem.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.Total:damage} damage from collision");
            }
        }
 private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
 {
     _damageableSystem.TryChangeDamage(args.Target.Uid, component.Damage, component.IgnoreResistances);
 }