Всякое (#271)

* - tweak: Something.

* - tweak: Tweaks.

* - tweak: Death to autoklickers.

* - tweak: Warop tweak.

* - tweak: Neuro tweaks.

* - add: Translate animal accents.

* - fix: Embeddable projectiles miss corpses.

* - tweak: More sniper ammo.

* - tweak: Free clothes in uplink.

* - tweak: Less speed up from stuff.

* - tweak: Ammo counter and toggleable clothing stuff.

* - add: More emag stuff.

* - tweak: No neuro blunt stamina damage.

* - fix: Fix name.

* - fix: Fix desc.
This commit is contained in:
Aviu00
2024-04-06 21:30:40 +09:00
committed by GitHub
parent e9e07a23cd
commit 883623e448
40 changed files with 180 additions and 87 deletions

View File

@@ -1,9 +1,6 @@
using Content.Server.Stunnable.Components;
using Content.Shared._White.Implants.NeuroControl;
using Content.Shared.Standing;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
using Robust.Shared.Physics.Dynamics;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Events;
@@ -13,7 +10,6 @@ namespace Content.Server.Stunnable
internal sealed class StunOnCollideSystem : EntitySystem
{
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly NeuroControlSystem _neuroControl = default!; // WD EDIT
public override void Initialize()
{
@@ -24,31 +20,11 @@ namespace Content.Server.Stunnable
private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
{
// WD START
var neuroControlled = HasComp<NeuroControlComponent>(target);
var stunAmount = component.StunAmount;
var knockdownAmount = component.KnockdownAmount;
if (neuroControlled)
{
stunAmount = Math.Max(1, stunAmount / 6);
knockdownAmount = Math.Max(1, knockdownAmount / 6);
}
// WD END
if (EntityManager.TryGetComponent<StatusEffectsComponent>(target, out var status))
{
// WD EDIT START
_stunSystem.TryStun(target, TimeSpan.FromSeconds(stunAmount), true, status);
_stunSystem.TryStun(target, TimeSpan.FromSeconds(component.StunAmount), true, status);
_stunSystem.TryKnockdown(target, TimeSpan.FromSeconds(knockdownAmount), true,
status);
if (neuroControlled)
{
_neuroControl.Electrocute(target, component.StunAmount * 6, status);
return;
}
// WD EDIT END
_stunSystem.TryKnockdown(target, TimeSpan.FromSeconds(component.KnockdownAmount), true, status);
_stunSystem.TrySlowdown(target, TimeSpan.FromSeconds(component.SlowdownAmount), true,
component.WalkSpeedMultiplier, component.RunSpeedMultiplier, status);