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

@@ -4,8 +4,8 @@ using Robust.Shared.GameStates;
namespace Content.Shared._White.Implants.NeuroControl;
[RegisterComponent, NetworkedComponent]
public sealed partial class NeuroControlComponent : Component
public sealed partial class NeuroStabilizationComponent : Component
{
[ValidatePrototypeId<TagPrototype>]
public const string NeuroControlTag = "NeuroControl";
public const string NeuroStabilizationTag = "NeuroStabilization";
}

View File

@@ -4,7 +4,7 @@ using Content.Shared.StatusEffect;
namespace Content.Shared._White.Implants.NeuroControl;
public sealed class NeuroControlSystem : EntitySystem
public sealed class NeuroStabilizationSystem : EntitySystem
{
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
@@ -12,13 +12,13 @@ public sealed class NeuroControlSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<NeuroControlComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
SubscribeLocalEvent<NeuroStabilizationComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
}
private void BeforeStaminaDamage(Entity<NeuroControlComponent> ent, ref BeforeStaminaDamageEvent args)
private void BeforeStaminaDamage(Entity<NeuroStabilizationComponent> ent, ref BeforeStaminaDamageEvent args)
{
args.Cancelled = true;
Electrocute(ent, (int) MathF.Round(args.Value * 2f / 3f));
Electrocute(ent, (int) MathF.Round(args.Value * 2f / 4f));
}
public void Electrocute(EntityUid uid, int damage, StatusEffectsComponent? status = null)