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.
This commit is contained in:
Aviu00
2024-03-22 17:23:33 +09:00
committed by GitHub
parent 1337e4d26e
commit 74ef19d6a6
109 changed files with 1831 additions and 182 deletions

View File

@@ -1,4 +1,5 @@
using System.Linq;
using Content.Shared._White.Cult.Components;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
@@ -7,12 +8,15 @@ using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Localizations;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Content.Shared.Hands.EntitySystems;
public abstract partial class SharedHandsSystem : EntitySystem
{
[Dependency] private readonly INetManager _net = default!; // WD
private void InitializeInteractions()
{
SubscribeAllEvent<RequestSetHandEvent>(HandleSetHand);
@@ -95,7 +99,17 @@ public abstract partial class SharedHandsSystem : EntitySystem
private bool DropPressed(ICommonSession? session, EntityCoordinates coords, EntityUid netEntity)
{
if (TryComp(session?.AttachedEntity, out HandsComponent? hands) && hands.ActiveHand != null)
// WD EDIT START
{
if (HasComp<BoltBarrageComponent>(hands.ActiveHandEntity))
{
if (_net.IsServer)
QueueDel(hands.ActiveHandEntity.Value);
return false;
}
TryDrop(session.AttachedEntity.Value, hands.ActiveHand, coords, handsComp: hands);
}
// WD EDIT END
// always send to server.
return false;