Move and rename damage effect to color flash effect (#18263)
* move damage effect to different package * rename to ColorFlashEffect * renaming some other things
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@@ -9,11 +9,9 @@ using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Examine;
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using Content.Server.Movement.Systems;
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using Content.Server.Popups;
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using Content.Shared.Administration.Components;
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using Content.Shared.Actions.Events;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands.Components;
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@@ -33,6 +31,7 @@ using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Content.Shared.Effects;
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namespace Content.Server.Weapons.Melee;
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@@ -193,7 +192,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance };
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RaiseLocalEvent(target, eventArgs);
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RaiseNetworkEvent(new DamageEffectEvent(Color.Aqua, new List<EntityUid>() { target }));
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Aqua, new List<EntityUid>() { target }));
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return true;
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}
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@@ -219,7 +218,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
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{
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var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user);
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), filter);
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RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, targets), filter);
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}
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)
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