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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@@ -24,6 +24,7 @@ public sealed class DoorSystem : SharedDoorSystem
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[Dependency] private readonly DoorBoltSystem _bolts = default!;
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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[Dependency] private readonly RunicDoorSystem _runicDoor = default!; // WD
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public override void Initialize()
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{
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@@ -142,6 +143,9 @@ public sealed class DoorSystem : SharedDoorSystem
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var otherUid = args.OtherEntity;
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if (!_runicDoor.CanBumpOpen(uid, otherUid)) // WD
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return;
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if (Tags.HasTag(otherUid, "DoorBumpOpener"))
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TryOpen(uid, door, otherUid, quiet: door.State == DoorState.Denying);
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}
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@@ -201,6 +205,9 @@ public sealed class DoorSystem : SharedDoorSystem
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{
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foreach (var other in PhysicsSystem.GetContactingEntities(uid, physics, approximate: true))
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{
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if (!_runicDoor.CanBumpOpen(uid, other)) // WD
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continue;
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if (Tags.HasTag(other, "DoorBumpOpener") && TryOpen(uid, door, other, quiet: true))
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break;
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}
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