Chaplain stuff (#98)
* - add: Null rod. * - add: Only chaplain can use holy weapons. * - add: Chaplain is cult immune. * - fix: Fix component granting. * - add: Only chaplain can use null rod. * - add: Armaments beacon. * - add: Chaplain playtime requirement.
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@@ -22,6 +22,7 @@ using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Content.Shared._White;
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using Content.Shared._White.Chaplain;
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using Content.Shared._White.Cult.Components;
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using Content.Shared.Mind;
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using Robust.Shared.Audio.Systems;
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@@ -327,9 +328,10 @@ public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
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if (!_jobSystem.CanBeAntag(player))
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continue;
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// Gulag
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// Gulag & chaplain
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if (!_mindSystem.TryGetMind(player, out _, out var mind) ||
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mind.OwnedEntity is not { } ownedEntity || HasComp<GulagBoundComponent>(ownedEntity))
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mind.OwnedEntity is not { } ownedEntity || HasComp<GulagBoundComponent>(ownedEntity) ||
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HasComp<HolyComponent>(ownedEntity))
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continue;
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// Latejoin
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@@ -414,7 +416,7 @@ public sealed class CultRuleSystem : GameRuleSystem<CultRuleComponent>
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if (!_mindSystem.TryGetMind(cultist, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked thief.");
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Log.Info("Failed getting mind for picked cultist.");
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return false;
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}
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