Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts: # Content.Client/Crayon/CrayonDecalVisualizer.cs # Content.Client/Tabletop/TabletopSystem.cs # Content.IntegrationTests/Tests/InventoryHelpersTest.cs # Content.Server/AI/EntitySystems/AiSystem.cs # Content.Server/AI/Utility/AiLogic/UtilityAI.cs # Content.Server/AME/AMENodeGroup.cs # Content.Server/Administration/AdminVerbSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chemistry/Components/InjectorComponent.cs # Content.Server/Chemistry/TileReactions/CleanTileReaction.cs # Content.Server/Chemistry/TileReactions/SpillTileReaction.cs # Content.Server/Crayon/CrayonComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fluids/Components/MopComponent.cs # Content.Server/Fluids/Components/SpillExtensions.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/Instruments/InstrumentSystem.cs # Content.Server/Nutrition/EntitySystems/DrinkSystem.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/PneumaticCannon/PneumaticCannonSystem.cs # Content.Server/Storage/Components/EntityStorageComponent.cs # Content.Server/Storage/Components/StorageFillComponent.cs # Content.Server/Stunnable/StunbatonSystem.cs # Content.Server/Throwing/ThrowHelper.cs # Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs # Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs # Content.Shared/Damage/Components/DamageableComponent.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/MobState/Components/MobStateComponent.cs # Content.Shared/Slippery/SharedSlipperySystem.cs
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@@ -15,12 +15,17 @@ public class Electrocute : ReagentEffect
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[DataField("electrocuteDamageScale")] public int ElectrocuteDamageScale = 5;
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/// <remarks>
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/// true - refresh electrocute time, false - accumulate electrocute time
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/// </remarks>
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[DataField("refresh")] public bool Refresh = true;
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public override bool ShouldLog => true;
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public override void Effect(ReagentEffectArgs args)
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{
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EntitySystem.Get<ElectrocutionSystem>().TryDoElectrocution(args.SolutionEntity, null,
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Math.Max((args.Quantity * ElectrocuteDamageScale).Int(), 1), TimeSpan.FromSeconds(ElectrocuteTime));
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Math.Max((args.Quantity * ElectrocuteDamageScale).Int(), 1), TimeSpan.FromSeconds(ElectrocuteTime), Refresh);
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args.Source?.RemoveReagent(args.Reagent.ID, args.Quantity);
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}
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@@ -30,6 +30,12 @@ namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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[DataField("time")]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh status effect time, false - accumulate status effect time
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/// </remarks>
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[DataField("refresh")]
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public bool Refresh = true;
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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@@ -41,7 +47,7 @@ namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<StatusEffectsSystem>();
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if (Type == StatusEffectMetabolismType.Add && Component != String.Empty)
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{
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statusSys.TryAddStatusEffect(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time), Component);
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statusSys.TryAddStatusEffect(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time), Refresh, Component);
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}
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else if (Type == StatusEffectMetabolismType.Remove)
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{
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@@ -23,10 +23,16 @@ namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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[DataField("time")]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh jitter time, false - accumulate jitter time
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/// </remarks>
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[DataField("refresh")]
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public bool Refresh = true;
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public override void Effect(ReagentEffectArgs args)
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{
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args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
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.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Amplitude, Frequency);
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.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Refresh, Amplitude, Frequency);
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}
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}
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}
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