more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -1,11 +1,13 @@
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Projectiles
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{
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[NetworkedComponent, Access(typeof(SharedProjectileSystem))]
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public abstract class SharedProjectileComponent : Component
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[RegisterComponent, NetworkedComponent]
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public sealed class ProjectileComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("impactEffect", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? ImpactEffect;
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@@ -24,5 +26,23 @@ namespace Content.Shared.Projectiles
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Dirty();
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}
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}
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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[DataField("deleteOnCollide")]
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public bool DeleteOnCollide { get; } = true;
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[DataField("ignoreResistances")]
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public bool IgnoreResistances { get; } = false;
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// Get that juicy FPS hit sound
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[DataField("soundHit")] public SoundSpecifier? SoundHit;
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[DataField("soundForce")]
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public bool ForceSound = false;
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public bool DamagedEntity;
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}
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}
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@@ -12,10 +12,10 @@ namespace Content.Shared.Projectiles
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedProjectileComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
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}
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private void PreventCollision(EntityUid uid, SharedProjectileComponent component, ref PreventCollideEvent args)
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private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args)
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{
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if (component.IgnoreShooter && args.BodyB.Owner == component.Shooter)
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{
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@@ -23,7 +23,7 @@ namespace Content.Shared.Projectiles
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}
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}
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public void SetShooter(SharedProjectileComponent component, EntityUid uid)
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public void SetShooter(ProjectileComponent component, EntityUid uid)
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{
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if (component.Shooter == uid) return;
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