diff --git a/Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs b/Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs
index 7d1b1a38ee..57221a127f 100644
--- a/Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs
+++ b/Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs
@@ -1,26 +1,16 @@
using System;
-using Content.Server.Stunnable.Components;
-using Content.Shared.Audio;
using Content.Shared.Damage;
-using Content.Shared.Damage.Components;
-using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
-using Robust.Shared.IoC;
-using Robust.Shared.Physics.Collision;
-using Robust.Shared.Physics.Dynamics;
-using Robust.Shared.Player;
-using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
-using Robust.Shared.Timing;
namespace Content.Server.Damage.Components
{
+ ///
+ /// Should the entity take damage / be stunned if colliding at a speed above MinimumSpeed?
+ ///
[RegisterComponent]
- public class DamageOnHighSpeedImpactComponent : Component, IStartCollide
+ internal sealed class DamageOnHighSpeedImpactComponent : Component
{
- [Dependency] private readonly IRobustRandom _robustRandom = default!;
- [Dependency] private readonly IGameTiming _gameTiming = default!;
-
public override string Name => "DamageOnHighSpeedImpact";
[DataField("damage")]
@@ -41,30 +31,7 @@ namespace Content.Server.Damage.Components
public float StunSeconds { get; set; } = 1f;
[DataField("damageCooldown")]
public float DamageCooldown { get; set; } = 2f;
- private TimeSpan _lastHit = TimeSpan.Zero;
- void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
- {
- if (!Owner.TryGetComponent(out IDamageableComponent? damageable)) return;
-
- var speed = ourFixture.Body.LinearVelocity.Length;
-
- if (speed < MinimumSpeed) return;
-
- if (!string.IsNullOrEmpty(SoundHit))
- SoundSystem.Play(Filter.Pvs(otherFixture.Body.Owner), SoundHit, otherFixture.Body.Owner, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
-
- if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
- return;
-
- _lastHit = _gameTiming.CurTime;
-
- var damage = (int) (BaseDamage * (speed / MinimumSpeed) * Factor);
-
- if (Owner.TryGetComponent(out StunnableComponent? stun) && _robustRandom.Prob(StunChance))
- stun.Stun(StunSeconds);
-
- damageable.ChangeDamage(Damage, damage, false, otherFixture.Body.Owner);
- }
+ internal TimeSpan LastHit = TimeSpan.Zero;
}
}
diff --git a/Content.Server/Damage/DamageOnHighSpeedImpactSystem.cs b/Content.Server/Damage/DamageOnHighSpeedImpactSystem.cs
new file mode 100644
index 0000000000..38f32586e6
--- /dev/null
+++ b/Content.Server/Damage/DamageOnHighSpeedImpactSystem.cs
@@ -0,0 +1,53 @@
+using Content.Server.Damage.Components;
+using Content.Server.Stunnable.Components;
+using Content.Shared.Audio;
+using Content.Shared.Damage.Components;
+using JetBrains.Annotations;
+using Robust.Shared.Audio;
+using Robust.Shared.GameObjects;
+using Robust.Shared.IoC;
+using Robust.Shared.Physics.Dynamics;
+using Robust.Shared.Player;
+using Robust.Shared.Random;
+using Robust.Shared.Timing;
+
+namespace Content.Server.Damage
+{
+ [UsedImplicitly]
+ internal sealed class DamageOnHighSpeedImpactSystem: EntitySystem
+ {
+ [Dependency] private readonly IRobustRandom _robustRandom = default!;
+ [Dependency] private readonly IGameTiming _gameTiming = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+ SubscribeLocalEvent(HandleCollide);
+ }
+
+ private void HandleCollide(EntityUid uid, DamageOnHighSpeedImpactComponent component, StartCollideEvent args)
+ {
+ if (!ComponentManager.TryGetComponent(uid, out IDamageableComponent? damageable)) return;
+
+ var otherBody = args.OtherFixture.Body.Owner;
+ var speed = args.OurFixture.Body.LinearVelocity.Length;
+
+ if (speed < component.MinimumSpeed) return;
+
+ if (!string.IsNullOrEmpty(component.SoundHit))
+ SoundSystem.Play(Filter.Pvs(otherBody), component.SoundHit, otherBody, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
+
+ if ((_gameTiming.CurTime - component.LastHit).TotalSeconds < component.DamageCooldown)
+ return;
+
+ component.LastHit = _gameTiming.CurTime;
+
+ var damage = (int) (component.BaseDamage * (speed / component.MinimumSpeed) * component.Factor);
+
+ if (ComponentManager.TryGetComponent(uid, out StunnableComponent? stun) && _robustRandom.Prob(component.StunChance))
+ stun.Stun(component.StunSeconds);
+
+ damageable.ChangeDamage(component.Damage, damage, false, args.OtherFixture.Body.Owner);
+ }
+ }
+}