Fix incorrect source weapon in stamina damage logs (#15778)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Chief-Engineer
2023-04-27 13:56:51 -05:00
committed by GitHub
parent 4b371ae271
commit 8704707dbd
4 changed files with 13 additions and 7 deletions

View File

@@ -429,7 +429,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// is when a melee weapon is examined. Misses are inferred from an
// empty HitEntities.
// TODO: This needs fixing
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, damage);
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
return;
@@ -438,7 +438,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
// Raise event before doing damage so we can cancel damage if the event is handled
var hitEvent = new MeleeHitEvent(new List<EntityUid> { ev.Target.Value }, user, damage);
var hitEvent = new MeleeHitEvent(new List<EntityUid> { ev.Target.Value }, user, meleeUid, damage);
RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled)
@@ -533,7 +533,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (entities.Count == 0)
{
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, damage);
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
@@ -555,7 +555,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
// Raise event before doing damage so we can cancel damage if the event is handled
var hitEvent = new MeleeHitEvent(targets, user, damage);
var hitEvent = new MeleeHitEvent(targets, user, meleeUid, damage);
RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled)