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Mirror: Fix tranq rounds injecting when reflected (#215)
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## Mirror of PR #26141: [Fix tranq rounds injecting when
reflected](space-wizards/space-station-14#26141)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `f0dfe3f6fb10e1b1f4e1a4b40c860fc0bac8427b`

PR opened by <img
src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a
href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-15 13:11:00
UTC

---

PR changed 2 files with 5 additions and 11 deletions.

The PR had the following labels:


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Tranquilizer rounds no longer inject their target when they are
successfully reflected.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Fixes #26137
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Changed SolutionInjectOnCollideSystem to subscribe to
ProjectileHitEvent instead of StartCollideEvent. This also simplifies
the logic a little and removes a component field (FixtureId), since
SolutionInjectOnCollideSystem no longer has to check for fixture match
or fixture hardness (these are already checked by ProjectileSystem
before raising ProjectileHitEvent).
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
>
https://github.com/space-wizards/space-station-14/assets/85356/beb47792-5408-4231-ba96-97be25a96e8c
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
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> <!--
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> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
> 🆑
> - fix: Reflected tranquilizer rounds no longer inject the character
who reflected them.


</details>

Co-authored-by: SimpleStation14 <Unknown>
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SimpleStation14 authored May 9, 2024
1 parent 1e6a292 commit 852fae4
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Showing 2 changed files with 5 additions and 11 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,4 @@ public sealed partial class SolutionInjectOnCollideComponent : Component
/// </summary>
[DataField("blockSlots"), ViewVariables(VVAccess.ReadWrite)]
public SlotFlags BlockSlots = SlotFlags.MASK;

[DataField]
public string FixtureId = SharedProjectileSystem.ProjectileFixture;
}
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,7 @@
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared.Inventory;
using JetBrains.Annotations;
using Robust.Shared.Physics.Events;
using Content.Shared.Projectiles;

namespace Content.Server.Chemistry.EntitySystems;

Expand All @@ -17,17 +16,15 @@ public sealed class SolutionInjectOnCollideSystem : EntitySystem
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionInjectOnCollideComponent, StartCollideEvent>(HandleInjection);
SubscribeLocalEvent<SolutionInjectOnCollideComponent, ProjectileHitEvent>(HandleInjection);
}

private void HandleInjection(Entity<SolutionInjectOnCollideComponent> ent, ref StartCollideEvent args)
private void HandleInjection(Entity<SolutionInjectOnCollideComponent> ent, ref ProjectileHitEvent args)
{
var component = ent.Comp;
var target = args.OtherEntity;
var target = args.Target;

if (!args.OtherBody.Hard ||
args.OurFixtureId != ent.Comp.FixtureId ||
!EntityManager.TryGetComponent<BloodstreamComponent>(target, out var bloodstream) ||
if (!TryComp<BloodstreamComponent>(target, out var bloodstream) ||
!_solutionContainersSystem.TryGetInjectableSolution(ent.Owner, out var solution, out _))
{
return;
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