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

@@ -24,6 +24,7 @@ using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared._White;
using Content.Shared._White.MagGloves;
using Content.Shared._White.Chaplain;
using Content.Shared._White.Implants.NeuroControl;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
@@ -541,7 +542,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (damageResult != null && damageResult.Any())
{
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage) && !HasComp<NeuroStabilizationComponent>(target.Value)) // WD EDIT
{
_stamina.TakeStaminaDamage(target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
}