Cult update (#220)
* - tweak: Cult door not bump openable. * - tweak: Better summoning and Narsie * - tweak: Construct update. * - tweak: Eldrich blade fits in suit storage. * - tweak: More spell limit. * - fix: Fix pylon desc. * - tweak: Teleport works on cuffed targets. * - tweak: More popups if target is holy. * - fix: No rune drawing using fingers. * - tweak: Better pylon placement & less pylon healing range. * - tweak: More blood rites charge. * - fix: Fix max spell amount. * - tweak: Less cult door and wall health. * - fix: Constructs are dead IC. * - add: Revive rune now notifies player. * - add: Narsie summon rune eui. * - fix: Fix narsie summon sound not playing for reapers. * - tweak: Whatever. * - add: Conceal presence spell. * - tweak: Tweakz. * - add: Blood spear. * - add: Blood boil barrage. * - tweak: Artificer flies. * - tweak: Blood bolt color tweaks. * - tweak: Runic door is bump openable again. * - fix: Fix concealed door outline. * - add: Update concealable name and desc. * - tweak: Remove the unremoveable. * - tweak: Gift ignore. * - add: Organs regenerate on rejuvenate. * - tweak: Brainless cultist is fine. * - add: Added more fun. * - add: Add rune descriptions. * - fix: Fixes. * - tweak: Blood rites now uses verb. * - tweak: Bring it back.
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@@ -1,4 +1,5 @@
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using Content.Shared._White.Cult;
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using Content.Shared._White.Cult.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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@@ -20,10 +21,15 @@ public sealed class ShowCultHudSystem : EntitySystem
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SubscribeLocalEvent<CultistComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<CultistComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<ShowCultHudComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<ShowCultHudComponent, ComponentRemove>(OnComponentRemoved);
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SubscribeLocalEvent<ShowCultHudComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ShowCultHudComponent, PlayerDetachedEvent>(OnPlayerDetached);
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_overlay = new CultHudOverlay(EntityManager);
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}
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private void OnComponentInit(EntityUid uid, CultistComponent component, ComponentInit args)
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private void OnComponentInit(EntityUid uid, ShowCultHudComponent component, ComponentInit args)
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{
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if (_player.LocalSession?.AttachedEntity != uid)
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return;
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@@ -32,7 +38,7 @@ public sealed class ShowCultHudSystem : EntitySystem
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}
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private void OnComponentRemoved(EntityUid uid, CultistComponent component, ComponentRemove args)
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private void OnComponentRemoved(EntityUid uid, ShowCultHudComponent component, ComponentRemove args)
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{
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if (_player.LocalSession?.AttachedEntity != uid)
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return;
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@@ -41,7 +47,7 @@ public sealed class ShowCultHudSystem : EntitySystem
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}
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private void OnPlayerAttached(EntityUid uid, CultistComponent component, PlayerAttachedEvent args)
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private void OnPlayerAttached(EntityUid uid, ShowCultHudComponent component, PlayerAttachedEvent args)
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{
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if (_player.LocalSession != args.Player)
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return;
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@@ -49,7 +55,7 @@ public sealed class ShowCultHudSystem : EntitySystem
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_overlayManager.AddOverlay(_overlay);
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}
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private void OnPlayerDetached(EntityUid uid, CultistComponent component, PlayerDetachedEvent args)
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private void OnPlayerDetached(EntityUid uid, ShowCultHudComponent component, PlayerDetachedEvent args)
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{
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if (_player.LocalSession != args.Player)
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return;
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