using Content.Server._White.Cult.Items.Components; using Content.Server._White.Cult.TimedProduction; using Content.Shared._White.Cult.Components; using Content.Shared._White.Cult.Pylon; using Robust.Shared.Physics.Events; using CultistComponent = Content.Shared._White.Cult.Components.CultistComponent; namespace Content.Server._White.Cult.Items.Systems; public sealed class BloodBoilProjectileSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(PreventCollision); } private void PreventCollision(EntityUid uid, BloodBoilProjectileComponent component, ref PreventCollideEvent args) { if (HasComp(args.OtherEntity) || HasComp(args.OtherEntity) || HasComp(args.OtherEntity) || HasComp(args.OtherEntity)) { args.Cancelled = true; } } }