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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@@ -5,6 +5,7 @@ using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared._White.Cult;
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using Content.Shared._White.Cult.Structures;
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using Content.Shared._White.Cult.Systems;
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using Content.Shared._White.Cult.UI;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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@@ -28,6 +29,7 @@ public sealed class CultistFactorySystem : EntitySystem
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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private const string RitualDaggerPrototypeId = "RitualDagger";
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@@ -42,6 +44,12 @@ public sealed class CultistFactorySystem : EntitySystem
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SubscribeLocalEvent<CultistFactoryComponent, InteractUsingEvent>(TryToggleAnchor);
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SubscribeLocalEvent<CultistFactoryComponent, CultAnchorDoAfterEvent>(OnAnchorDoAfter);
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SubscribeLocalEvent<CultistFactoryComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<CultistFactoryComponent, ConcealEvent>(OnConceal);
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}
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private void OnConceal(Entity<CultistFactoryComponent> ent, ref ConcealEvent args)
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{
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_physics.SetCanCollide(ent, !args.Conceal);
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}
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public override void Update(float frameTime)
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