Fire MeleeHitEvent on misses. (#12867)
* Fire MeleeHitEvent when there are no targets. * Prevent certain weapons from activating if they had no hit entities on hit. * Prevent miss events from firing when target is yourself or was deleted. * Use .Value as Target is already known not to be null. * uid changes --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -12,7 +12,7 @@ public sealed class MeleeHitEvent : HandledEntityEventArgs
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/// <summary>
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/// The base amount of damage dealt by the melee hit.
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/// </summary>
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public readonly DamageSpecifier BaseDamage = new();
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public readonly DamageSpecifier BaseDamage;
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/// <summary>
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/// Modifier sets to apply to the hit event when it's all said and done.
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@@ -31,18 +31,18 @@ public sealed class MeleeHitEvent : HandledEntityEventArgs
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/// <summary>
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/// A list containing every hit entity. Can be zero.
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/// </summary>
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public IEnumerable<EntityUid> HitEntities { get; }
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public IReadOnlyList<EntityUid> HitEntities;
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/// <summary>
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/// Used to define a new hit sound in case you want to override the default GenericHit.
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/// Also gets a pitch modifier added to it.
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/// </summary>
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public SoundSpecifier? HitSoundOverride {get; set;}
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public SoundSpecifier? HitSoundOverride;
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/// <summary>
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/// The user who attacked with the melee weapon.
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/// </summary>
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public EntityUid User { get; }
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public readonly EntityUid User;
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/// <summary>
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/// Check if this is true before attempting to do something during a melee attack other than changing/adding bonus damage. <br/>
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@@ -59,4 +59,4 @@ public sealed class MeleeHitEvent : HandledEntityEventArgs
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User = user;
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BaseDamage = baseDamage;
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}
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}
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}
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