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* Add prototype-backed admin verb framework * Add reusable admin verb operations * Add smite-specific admin operations * Migrate admin smites to prototypes * More docs for god of docs * We dont have prediction here, so... * Final cleanup * Fix adminSmite * Add segment display control * Add generic thermoregulator * Add thermobath systems * Replace hotplate with thermobath * Refine thermobath layout * move simple smites to effects * move comps to effects * move add action to effect * move add mind role to effect * move add user interfaces to effect * move godmode to effect * move eye zoom to effect * move speed swap to effect * move spill bloodstream to effect * move remove organs to effect * move cream pie to effect * move slip to effect * fix server effect usings * move homing rod to effect * move locker stuff to effect * move tabletop dimension to effect * move pinball to effect * move yeet to effect * move silicon laws to effect * move ghost kick to effect * remove admin operations * revert sht * remove BOM * use admin verb prototypes for smites * add heart attack smite prototype * docs update * fix AdminSmiteVomitOrgans * split and move to shared * move to shared * move to shared and predict * PredictedQueueDel * fix Popup * fix HomingRod * port DeleteEntityEntityEffectSystem * fix StuffIntoLockerEntityEffectSystem * upd * fix eye * fix movement * fix!! * fix and doc * Add admin verb category prototype * upd AdminVerbPrototype * split verbs * SuperSuperSuperBonk * Update PopupMessageEntityEffectSystem.cs * fields --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Suicide;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Damage;
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/// <summary>
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/// Applies damage through the suicide system to reach the highest mob threshold.
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/// Has no effect on entities without mob thresholds.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
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public sealed partial class LethalDamageEntityEffectSystem : EntityEffectSystem<DamageableComponent, LethalDamage>
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{
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[Dependency] private SharedSuicideSystem _suicide = default!;
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protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<LethalDamage> args)
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{
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_suicide.ApplyLethalDamage(entity, args.Effect.DamageType);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class LethalDamage : EntityEffectBase<LethalDamage>
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{
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/// <summary>
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/// Damage type used to deal the lethal damage.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<DamageTypePrototype> DamageType;
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}
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