Fixes (#289)
* - fix: Ling fixes. * - fix: Fix ghasp identity. * - fix: Low temp slowdown fix. * - fix: Crossbow fix. * - fix: Fix gamerules. * - fix: Fix shadow shackles. * - fix: Cleanup refund. * - fix: Can't pry runic door. * - fix: Fix crash. * - fix: Fix mood. * - fix: Fix dictionary.
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@@ -9,6 +9,7 @@ using Content.Shared._White.Cult.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Prying.Components;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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@@ -38,6 +39,12 @@ public sealed class RunicDoorSystem : EntitySystem
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SubscribeLocalEvent<RunicDoorComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
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// SubscribeLocalEvent<RunicDoorComponent, AttackedEvent>(OnGetAttacked);
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SubscribeLocalEvent<RunicDoorComponent, ConcealEvent>(OnConceal);
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SubscribeLocalEvent<RunicDoorComponent, BeforePryEvent>(OnBeforePry);
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}
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private void OnBeforePry(Entity<RunicDoorComponent> ent, ref BeforePryEvent args)
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{
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args.Cancelled = true;
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}
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private void OnConceal(Entity<RunicDoorComponent> ent, ref ConcealEvent args)
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@@ -112,7 +119,7 @@ public sealed class RunicDoorSystem : EntitySystem
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return true;
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}
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_doorSystem.Deny(airlock);
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// _doorSystem.Deny(airlock);
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if (!HasComp<HumanoidAppearanceComponent>(user) || _holyWeapon.IsHoldingHolyWeapon(user) ||
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TryComp(airlock, out ConcealableComponent? concealable) && concealable.Concealed)
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