Changes IonStorm related code with no gameplay changes.
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@@ -60,8 +60,10 @@ public sealed class IonStormSystem : EntitySystem
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private const string Foods = "IonStormFoods";
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//Randomly alters the laws of an individual silicon.
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public void IonStormTarget(EntityUid ent, SiliconLawBoundComponent lawBound, TransformComponent xform, IonStormTargetComponent target, EntityUid? chosenStation, bool adminlog = true)
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public void IonStormTarget(Entity<SiliconLawBoundComponent, IonStormTargetComponent> ent, TransformComponent xform, EntityUid? chosenStation, bool adminlog = true)
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{
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var lawBound = ent.Comp1;
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var target = ent.Comp2;
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if (!_robustRandom.Prob(target.Chance))
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return;
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@@ -31,7 +31,7 @@ public sealed class StartIonStormedSystem : EntitySystem
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for (int currentIonStorm = 0; currentIonStorm < ent.Comp.IonStormAmount; currentIonStorm++)
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{
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_ionStorm.IonStormTarget(ent.Owner, lawBound, xform, target, null, false);
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_ionStorm.IonStormTarget((ent.Owner, lawBound, target), xform, null, false);
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}
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var laws = _siliconLaw.GetLaws(ent.Owner, lawBound);
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@@ -24,7 +24,7 @@ public sealed class IonStormRule : StationEventSystem<IonStormRuleComponent>
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if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
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continue;
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_ionStorm.IonStormTarget(ent, lawBound, xform, target, chosenStation);
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_ionStorm.IonStormTarget((ent, lawBound, target), xform, chosenStation);
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}
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}
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}
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