Make DamageOtherOnHitSystem only flash an entity red if damage was dealt (#23612)
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@@ -10,7 +10,6 @@ using Content.Shared.Effects;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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namespace Content.Server.Damage.Systems
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@@ -39,7 +38,11 @@ namespace Content.Server.Damage.Systems
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if (dmg != null && HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.Total:damage} damage from collision");
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
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if (dmg is { Empty: false })
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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_guns.PlayImpactSound(args.Target, dmg, null, false);
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if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
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{
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