changing accumulators to timespan targets (#12407)
* changing accumulators to timespan targets * Update Content.Server/Abilities/Mime/MimePowersSystem.cs Co-authored-by: 0x6273 <0x40@keemail.me> * Update MimePowersSystem.cs * serializing timespans and adding pausetime where applicable * remove nullable Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com> Co-authored-by: 0x6273 <0x40@keemail.me>
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@@ -15,6 +15,7 @@ using Content.Shared.Damage;
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using Content.Shared.Emag.Systems;
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using Content.Server.Construction;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Bed
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{
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@@ -26,6 +27,7 @@ namespace Content.Server.Bed
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[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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@@ -44,6 +46,7 @@ namespace Content.Server.Bed
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if (args.Buckling)
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{
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AddComp<HealOnBuckleHealingComponent>(uid);
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component.NextHealTime = _timing.CurTime + TimeSpan.FromSeconds(component.HealTime);
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if (sleepAction != null)
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_actionsSystem.AddAction(args.BuckledEntity, new InstantAction(sleepAction), null);
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return;
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@@ -54,7 +57,6 @@ namespace Content.Server.Bed
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_sleepingSystem.TryWaking(args.BuckledEntity);
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RemComp<HealOnBuckleHealingComponent>(uid);
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component.Accumulator = 0;
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}
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public override void Update(float frameTime)
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@@ -63,12 +65,10 @@ namespace Content.Server.Bed
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foreach (var (_, bedComponent, strapComponent) in EntityQuery<HealOnBuckleHealingComponent, HealOnBuckleComponent, StrapComponent>())
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{
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bedComponent.Accumulator += frameTime;
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if (bedComponent.Accumulator < bedComponent.HealTime)
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if (_timing.CurTime < bedComponent.NextHealTime)
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continue;
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bedComponent.Accumulator -= bedComponent.HealTime;
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bedComponent.NextHealTime += TimeSpan.FromSeconds(bedComponent.HealTime);
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if (strapComponent.BuckledEntities.Count == 0) continue;
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