Random fixes (#668)
* fix captain headrev * fix double lathe recipe * fix security webbing whitelist * fix defibrillator doafter * revert hardsuits armor stats
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@@ -62,13 +62,14 @@ public sealed class DefibrillatorSystem : EntitySystem
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// WD START
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private void OnStaminaHitAttempt(Entity<DefibrillatorComponent> ent, ref StaminaDamageOnHitAttemptEvent args)
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{
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var (uid, comp) = ent;
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if (comp.Enabled && _powerCell.TryUseActivatableCharge(uid))
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if (ent.Comp.Enabled && _powerCell.TryUseActivatableCharge(ent))
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{
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if (!_powerCell.HasActivatableCharge(uid))
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TryDisable(uid, comp);
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comp.NextZapTime = _timing.CurTime + TimeSpan.FromSeconds(3);
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_appearance.SetData(uid, DefibrillatorVisuals.Ready, false);
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if (!_powerCell.HasActivatableCharge(ent))
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TryDisable(ent);
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ent.Comp.NextZapTime = _timing.CurTime + TimeSpan.FromSeconds(3);
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_appearance.SetData(ent, DefibrillatorVisuals.Ready, false);
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return;
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}
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@@ -194,10 +195,11 @@ public sealed class DefibrillatorSystem : EntitySystem
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return false;
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_audio.PlayPvs(component.ChargeSound, uid);
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return _doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, component.DoAfterDuration, new DefibrillatorZapDoAfterEvent(),
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uid, target, uid)
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{
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BreakOnMove = user == target, // WD EDIT
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BreakOnMove = user != target, // WD EDIT
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DuplicateCondition = DuplicateConditions.None, // WD EDIT
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BlockDuplicate = true,
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BreakOnHandChange = true,
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