* StunLock

* DisarmMalus

* Баланс
This commit is contained in:
Spatison
2024-07-21 20:55:01 +03:00
committed by GitHub
parent 0b1f2a208e
commit 06b4a48b8f
9 changed files with 26 additions and 6 deletions

View File

@@ -1,5 +1,6 @@
using System.Linq;
using Content.Shared._White.StaminaProtection;
using Content.Shared._White.StunLock;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.CombatMode;
@@ -15,6 +16,7 @@ using Content.Shared.Rounding;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
@@ -35,6 +37,7 @@ public sealed partial class StaminaSystem : EntitySystem
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!; // WD EDIT
/// <summary>
/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
@@ -209,7 +212,7 @@ public sealed partial class StaminaSystem : EntitySystem
damage = modifyEv.Damage;
}
TakeStaminaDamage(target, damage, source: uid, sound: component.Sound);
TakeStaminaDamage(target, damage, with: uid, sound: component.Sound);
// WD EDIT END
}
@@ -256,7 +259,11 @@ public sealed partial class StaminaSystem : EntitySystem
// Have we already reached the point of max stamina damage?
if (component.Critical)
{
if (TryComp<StunLockComponent>(with, out _)) // WD EDIT
_stunSystem.TryParalyze(uid, component.StunTime, true);
return;
}
var oldDamage = component.StaminaDamage;
component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
@@ -349,7 +356,7 @@ public sealed partial class StaminaSystem : EntitySystem
continue;
// We were in crit so come out of it and continue.
if (comp.Critical)
if (!_statusEffectsSystem.HasStatusEffect(uid, "Stun") && comp.Critical) // WD EIT
{
ExitStamCrit(uid, comp);
continue;