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