Fix monkey kitchen spike dragdrop (#3450)
* Fix monkey kitchen spike dragdrop I also aligned the behavior with tg (need combat mode on + mob alive). It still needs to do damage over time and buckle the target but baby steps. * Cleanup * Fix kitchenspike layers Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -5,6 +5,7 @@ using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Kitchen;
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@@ -69,7 +70,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
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return true;
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}
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private bool Spikeable(IEntity user, IEntity victim, [NotNullWhen(true)] out ButcherableComponent? butcherable)
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private bool Spikeable(IEntity user, IEntity victim, [NotNullWhen(true)] out SharedButcherableComponent? butcherable)
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{
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butcherable = null;
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@@ -93,7 +94,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
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var victimUid = victim.Uid;
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if (_beingButchered.Contains(victimUid)) return;
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ButcherableComponent? butcherable;
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SharedButcherableComponent? butcherable;
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if (!Spikeable(user, victim, out butcherable)) return;
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@@ -143,8 +144,11 @@ namespace Content.Server.GameObjects.Components.Kitchen
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}
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Owner.PopupMessageEveryone(Loc.GetString("{0:theName} has forced {1:theName} onto the spike, killing them instantly!", user, victim));
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// TODO: Need to be able to leave them on the spike to do DoT, see ss13.
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victim.Delete();
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return;
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if (SpikeSound != null)
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EntitySystem.Get<AudioSystem>().PlayFromEntity(SpikeSound, Owner);
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}
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SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
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