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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@@ -4,8 +4,8 @@ using Robust.Shared.GameStates;
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namespace Content.Shared._White.Implants.NeuroControl;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class NeuroControlComponent : Component
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public sealed partial class NeuroStabilizationComponent : Component
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{
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[ValidatePrototypeId<TagPrototype>]
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public const string NeuroControlTag = "NeuroControl";
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public const string NeuroStabilizationTag = "NeuroStabilization";
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}
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@@ -4,7 +4,7 @@ using Content.Shared.StatusEffect;
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namespace Content.Shared._White.Implants.NeuroControl;
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public sealed class NeuroControlSystem : EntitySystem
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public sealed class NeuroStabilizationSystem : EntitySystem
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{
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[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
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@@ -12,13 +12,13 @@ public sealed class NeuroControlSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<NeuroControlComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
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SubscribeLocalEvent<NeuroStabilizationComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
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}
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private void BeforeStaminaDamage(Entity<NeuroControlComponent> ent, ref BeforeStaminaDamageEvent args)
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private void BeforeStaminaDamage(Entity<NeuroStabilizationComponent> ent, ref BeforeStaminaDamageEvent args)
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{
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args.Cancelled = true;
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Electrocute(ent, (int) MathF.Round(args.Value * 2f / 3f));
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Electrocute(ent, (int) MathF.Round(args.Value * 2f / 4f));
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}
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public void Electrocute(EntityUid uid, int damage, StatusEffectsComponent? status = null)
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