Status effects fix. Refresh the status effect cooldown. (#5708)
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@@ -53,12 +53,13 @@ namespace Content.Shared.Jittering
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/// </remarks>
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/// <param name="uid">Entity in question.</param>
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/// <param name="time">For how much time to apply the effect.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="amplitude">Jitteriness of the animation. See <see cref="MaxAmplitude"/> and <see cref="MinAmplitude"/>.</param>
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/// <param name="frequency">Frequency for jittering. See <see cref="MaxFrequency"/> and <see cref="MinFrequency"/>.</param>
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/// <param name="forceValueChange">Whether to change any existing jitter value even if they're greater than the ones we're setting.</param>
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/// <param name="status">The status effects component to modify.</param>
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/// <param name="alerts">The alerts component.</param>
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public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false,
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public void DoJitter(EntityUid uid, TimeSpan time, bool refresh, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false,
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StatusEffectsComponent? status = null,
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SharedAlertsComponent? alerts = null)
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{
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@@ -68,7 +69,7 @@ namespace Content.Shared.Jittering
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amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude);
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frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency);
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if (StatusEffects.TryAddStatusEffect<JitteringComponent>(uid, "Jitter", time, status, alerts))
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if (StatusEffects.TryAddStatusEffect<JitteringComponent>(uid, "Jitter", time, refresh, status, alerts))
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{
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var jittering = EntityManager.GetComponent<JitteringComponent>(uid);
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