Revert "Refactor Damage to use Protoypes (#4262)"

This reverts commit 20bf5739a9.
This commit is contained in:
Silver
2021-08-24 00:50:39 -06:00
committed by Silver
parent 20bf5739a9
commit e708091518
121 changed files with 711 additions and 10237 deletions

View File

@@ -10,7 +10,6 @@ using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Presets
{
@@ -67,17 +66,7 @@ namespace Content.Server.GameTicking.Presets
if (playerEntity.TryGetComponent(out IDamageableComponent? damageable))
{
//todo: what if they dont breathe lol
<<<<<<< HEAD
<<<<<<< refs/remotes/origin/master
damageable.SetDamage(DamageType.Asphyxiation, 200, playerEntity);
=======
//cry deeply
damageable.TrySetDamage(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
>>>>>>> Refactor damageablecomponent update (#4406)
=======
//cry deeply
damageable.TrySetDamage(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
>>>>>>> refactor-damageablecomponent
}
}
}

View File

@@ -23,7 +23,6 @@ using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
@@ -39,7 +38,6 @@ namespace Content.Server.GameTicking.Presets
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public string PDAPrototypeName => "CaptainPDA";
public string BeltPrototypeName => "ClothingBeltJanitorFilled";
@@ -194,19 +192,11 @@ namespace Content.Server.GameTicking.Presets
{
if (mobState.IsCritical())
{
// TODO: This is copy/pasted from ghost code. Really, IDamageableComponent needs a method to reliably kill the target.
// TODO: This is copy/pasted from ghost code. Really, IDamagableComponent needs a method to reliably kill the target.
if (entity.TryGetComponent(out IDamageableComponent? damageable))
{
//todo: what if they dont breathe lol
<<<<<<< HEAD
<<<<<<< refs/remotes/origin/master
damageable.ChangeDamage(DamageType.Asphyxiation, 100, true);
=======
damageable.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100, true);
>>>>>>> Refactor damageablecomponent update (#4406)
=======
damageable.TryChangeDamage(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100, true);
>>>>>>> refactor-damageablecomponent
}
}
else if (!mobState.IsDead())