diff --git a/Content.Server/SS220/Objectives/Components/IntimidatePersonConditionComponent.cs b/Content.Server/SS220/Objectives/Components/IntimidatePersonConditionComponent.cs index d0c0238323cd38..4ee34d3c621dc5 100644 --- a/Content.Server/SS220/Objectives/Components/IntimidatePersonConditionComponent.cs +++ b/Content.Server/SS220/Objectives/Components/IntimidatePersonConditionComponent.cs @@ -17,7 +17,7 @@ public sealed partial class IntimidatePersonConditionComponent : Component public bool ObjectiveIsDone = false; public IntimidatePersonDescriptionType DescriptionType; - // Two descriptions comes to help player differ done object from one which isn't. + // Descriptions comes to help player differ done object from one which isn't. /// /// Description will be applied at start. No params in it diff --git a/Content.Server/SS220/Trackers/Systems/DamageReceivedTrackerSystem.cs b/Content.Server/SS220/Trackers/Systems/DamageReceivedTrackerSystem.cs index 630111a5613ac9..61bbab78303045 100644 --- a/Content.Server/SS220/Trackers/Systems/DamageReceivedTrackerSystem.cs +++ b/Content.Server/SS220/Trackers/Systems/DamageReceivedTrackerSystem.cs @@ -33,16 +33,15 @@ private void OnDamageChanged(Entity entity, ref && entity.Comp.ResetTimeDamageOwnerTracked < _gameTiming.CurTime) return; - if (entity.Comp.DamageTracker.AllowedState == null - || !TryComp(entity.Owner, out var mobState) - || !entity.Comp.DamageTracker.AllowedState!.Contains(mobState.CurrentState)) + if (entity.Comp.DamageTracker.AllowedState != null + && (!TryComp(entity.Owner, out var mobState) + || entity.Comp.DamageTracker.AllowedState!.Contains(mobState.CurrentState))) return; var damageGroup = _prototype.Index(entity.Comp.DamageTracker.DamageGroup); args.DamageDelta.TryGetDamageInGroup(damageGroup, out var trackableDamage); entity.Comp.CurrentAmount += trackableDamage; - if (trackableDamage > 0) - entity.Comp.ResetTimeDamageOwnerTracked = _gameTiming.CurTime + TimeSpan.FromSeconds(ResetDamageOwnerDelaySeconds); + entity.Comp.ResetTimeDamageOwnerTracked = _gameTiming.CurTime + TimeSpan.FromSeconds(ResetDamageOwnerDelaySeconds); } }