Add examines for damage values (#11090)
* Add examines for damage values Even immersive sims still give you values. We should also do this for armour so people don't have to yml dive and so the general public actually know the balance of things. * Slightly better * Cleanup
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@@ -6,7 +6,7 @@ namespace Content.Shared.Weapons.Ranged.Systems;
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public abstract partial class SharedGunSystem
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{
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private void InitializeCartridge()
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protected virtual void InitializeCartridge()
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{
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SubscribeLocalEvent<CartridgeAmmoComponent, ComponentGetState>(OnCartridgeGetState);
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SubscribeLocalEvent<CartridgeAmmoComponent, ComponentHandleState>(OnCartridgeHandleState);
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@@ -42,6 +42,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
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[Dependency] protected readonly SharedContainerSystem Containers = default!;
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[Dependency] protected readonly ExamineSystemShared Examine = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
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[Dependency] protected readonly ThrowingSystem ThrowingSystem = default!;
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