From 82b33bc12a9b2dd5d491512a0e94c6cd42579a36 Mon Sep 17 00:00:00 2001 From: LankLTE <135308300+LankLTE@users.noreply.github.com> Date: Sat, 1 Jul 2023 12:01:50 -0700 Subject: [PATCH] DamageOnHit only damages on successful hits. (#17758) --- Content.Server/Damage/Systems/DamageOnHitSystem.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Content.Server/Damage/Systems/DamageOnHitSystem.cs b/Content.Server/Damage/Systems/DamageOnHitSystem.cs index 63ef0f92e6..f129a14f79 100644 --- a/Content.Server/Damage/Systems/DamageOnHitSystem.cs +++ b/Content.Server/Damage/Systems/DamageOnHitSystem.cs @@ -2,6 +2,7 @@ using Content.Server.Damage.Components; using Content.Shared.Damage; using Robust.Shared.Player; using Content.Shared.Weapons.Melee.Events; +using System.Linq; namespace Content.Server.Damage.Systems; @@ -17,6 +18,8 @@ public sealed class DamageOnHitSystem : EntitySystem // Looks for a hit, then damages the held item an appropriate amount. private void DamageItem(EntityUid uid, DamageOnHitComponent component, MeleeHitEvent args) { - _damageableSystem.TryChangeDamage(uid, component.Damage, component.IgnoreResistances); + if (args.HitEntities.Any()) { + _damageableSystem.TryChangeDamage(uid, component.Damage, component.IgnoreResistances); + } } }