Make DoAfters use DamageChangedMessage instead of an event (#3115)

This commit is contained in:
DrSmugleaf
2021-02-10 02:36:05 +01:00
committed by GitHub
parent 9a7e2ec5ff
commit 96e5e34084
6 changed files with 52 additions and 35 deletions

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@@ -4,7 +4,6 @@ using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
@@ -68,21 +67,9 @@ namespace Content.Server.GameObjects.EntitySystems.DoAfter
// Caller's gonna be responsible for this I guess
var doAfterComponent = eventArgs.User.GetComponent<DoAfterComponent>();
doAfterComponent.Add(doAfter);
IDamageableComponent? damageableComponent = null;
// TODO: If the component's deleted this may not get unsubscribed?
if (eventArgs.BreakOnDamage && eventArgs.User.TryGetComponent(out damageableComponent))
{
damageableComponent.HealthChangedEvent += doAfter.HandleDamage;
}
await doAfter.AsTask;
if (damageableComponent != null)
{
damageableComponent.HealthChangedEvent -= doAfter.HandleDamage;
}
return doAfter.Status;
}
}