make pyroclastic anomaly ignition ignore line of sight checks. (#17798)
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@@ -1,6 +1,5 @@
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Interaction;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Anomaly.Effects.Components;
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using Robust.Shared.Map;
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@@ -14,7 +13,6 @@ public sealed class PyroclasticAnomalySystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FlammableSystem _flammable = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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/// <inheritdoc/>
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public override void Initialize()
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@@ -41,10 +39,7 @@ public sealed class PyroclasticAnomalySystem : EntitySystem
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foreach (var flammable in _lookup.GetComponentsInRange<FlammableComponent>(coordinates, radius))
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{
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var ent = flammable.Owner;
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if (!_interaction.InRangeUnobstructed(coordinates.ToMap(EntityManager), ent, -1))
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continue;
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var stackAmount = 1 + (int) (severity / 0.25f);
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var stackAmount = 1 + (int) (severity / 0.15f);
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_flammable.AdjustFireStacks(ent, stackAmount, flammable);
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_flammable.Ignite(ent, flammable);
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}
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