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