Merge branch 'master' into mathmerge
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Damage;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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@@ -15,7 +15,6 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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@@ -28,6 +27,7 @@ using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Content.Shared.GameObjects.Components.Damage;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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@@ -187,7 +187,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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}
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public abstract bool UseEntity(UseEntityEventArgs eventArgs);
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public abstract bool InteractUsing(InteractUsingEventArgs eventArgs);
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public abstract Task<bool> InteractUsing(InteractUsingEventArgs eventArgs);
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public void ChangeFireSelector(FireRateSelector rateSelector)
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{
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@@ -430,16 +431,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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var distance = result.HitEntity != null ? result.Distance : hitscan.MaxLength;
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hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
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if (result.HitEntity == null || !result.HitEntity.TryGetComponent(out DamageableComponent damageable))
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if (result.HitEntity == null || !result.HitEntity.TryGetComponent(out IDamageableComponent damageable))
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{
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return;
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}
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damageable.TakeDamage(
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hitscan.DamageType,
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(int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero),
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Owner,
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shooter);
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damageable.ChangeDamage(hitscan.DamageType, (int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero), false, Owner);
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//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
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//even numbers if halfway between two numbers, rather than rounding to nearest
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}
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