Make stripping corpses faster. (#11945)
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@@ -14,6 +14,7 @@ using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Strip.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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@@ -36,6 +37,8 @@ namespace Content.Shared.MobState.EntitySystems
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SubscribeLocalEvent<MobStateComponent, ComponentShutdown>(OnMobShutdown);
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SubscribeLocalEvent<MobStateComponent, ComponentStartup>(OnMobStartup);
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SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
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@@ -54,6 +57,15 @@ namespace Content.Shared.MobState.EntitySystems
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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private void OnGettingStripped(EntityUid uid, MobStateComponent component, BeforeGettingStrippedEvent args)
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{
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// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
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if (IsDead(uid, component))
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args.Multiplier /= 3;
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else if (IsCritical(uid, component))
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args.Multiplier /= 2;
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}
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private void OnMobStartup(EntityUid uid, MobStateComponent component, ComponentStartup args)
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{
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if (component.CurrentState != null && component.CurrentThreshold != null)
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