private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
{
- var dmg = _damageable.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances, origin: args.Component.Thrower);
+ if (!TerminatingOrDeleted(args.Target))
+ {
+ var dmg = _damageable.TryChangeDamage(args.Target, component.Damage, component.IgnoreResistances, origin: args.Component.Thrower);
- // Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
- if (dmg != null && HasComp<MobStateComponent>(args.Target))
- _adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
+ // Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
+ if (dmg != null && HasComp<MobStateComponent>(args.Target))
+ _adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
- if (dmg is { Empty: false })
- {
- _color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
- }
+ if (dmg is { Empty: false })
+ {
+ _color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
+ }
- _guns.PlayImpactSound(args.Target, dmg, null, false);
- if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
- {
- var direction = body.LinearVelocity.Normalized();
- _sharedCameraRecoil.KickCamera(args.Target, direction);
+ _guns.PlayImpactSound(args.Target, dmg, null, false);
+ if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
+ {
+ var direction = body.LinearVelocity.Normalized();
+ _sharedCameraRecoil.KickCamera(args.Target, direction);
+ }
}
// TODO: If more stuff touches this then handle it after.