Move and rename damage effect to color flash effect (#18263)

* move damage effect to different package

* rename to ColorFlashEffect

* renaming some other things
This commit is contained in:
Slava0135
2023-08-01 19:02:54 +03:00
committed by GitHub
parent 5978c7f5b2
commit d4c8065e8a
12 changed files with 158 additions and 154 deletions

View File

@@ -10,6 +10,7 @@ using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction.Components;
using Content.Shared.Projectiles;
@@ -225,7 +226,7 @@ public sealed partial class GunSystem : SharedGunSystem
{
var hitEntity = lastHit.Value;
if (hitscan.StaminaDamage > 0f)
_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source:user);
_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
var dmg = hitscan.Damage;
@@ -239,7 +240,7 @@ public sealed partial class GunSystem : SharedGunSystem
if (!Deleted(hitEntity))
{
if (dmg.Total > FixedPoint2.Zero)
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {hitEntity}), Filter.Pvs(hitEntity, entityManager: EntityManager));
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { hitEntity }), Filter.Pvs(hitEntity, entityManager: EntityManager));
// TODO get fallback position for playing hit sound.
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
@@ -343,7 +344,7 @@ public sealed partial class GunSystem : SharedGunSystem
return angle;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user) {}
protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
{