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Reenable Executions #126
Reenable Executions #126
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WalkthroughThe changes in the Changes
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Actionable comments posted: 1
🧹 Outside diff range and nitpick comments (1)
Content.Server/Execution/ExecutionSystem.cs (1)
210-225
: LGTM: Well-implemented shoot attempt event systemGood addition of the
AttemptShootEvent
system that:
- Allows other systems to cancel the shot
- Provides proper user feedback via popups
- Follows event-driven architecture patterns
Consider extracting the message handling into a separate method for better reusability:
+ private void HandleAttemptShootEvent(EntityUid weapon, EntityUid attacker, AttemptShootEvent attemptEv) + { + if (attemptEv.Cancelled && attemptEv.Message != null) + { + _popupSystem.PopupEntity(attemptEv.Message, weapon, attacker); + } + } private void TryStartGunExecutionDoafter(EntityUid weapon, EntityUid victim, EntityUid attacker) { // ... existing code ... var attemptEv = new AttemptShootEvent(attacker, null); RaiseLocalEvent(weapon, ref attemptEv); - if (attemptEv.Cancelled) - { - if (attemptEv.Message != null) - { - _popupSystem.PopupEntity(attemptEv.Message, weapon, attacker); - return; - } - } + HandleAttemptShootEvent(weapon, attacker, attemptEv); + if (attemptEv.Cancelled) + return;
📜 Review details
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Review profile: CHILL
📒 Files selected for processing (1)
Content.Server/Execution/ExecutionSystem.cs
(3 hunks)
🔇 Additional comments (1)
Content.Server/Execution/ExecutionSystem.cs (1)
46-46
: Consider the balance implications of increased damage multiplier
The damage modifier has been significantly increased from 9.0f to 20.0f, which more than doubles the execution damage. This substantial increase could lead to gameplay balance issues and might make executions overly lethal.
Let's analyze the typical damage values this would affect:
Consider implementing a configuration system to make this value adjustable without code changes, allowing for easier balance tweaks.
✅ Verification successful
Execution damage multiplier increase appears to be an intentional balance change
The increase from 9.0f to 20.0f, while significant, aligns with the lethal nature of executions and is marked as a deliberate "WD EDIT" balance adjustment. The new multiplier value remains within reasonable bounds compared to other lethal damage values in the codebase.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for base damage values in weapon definitions
rg -A 3 "Damage\s*=|damage\s*:" --type yaml
Length of output: 492119
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