Пару изменений (#468)
* fix: Двери больше нельзя моментально открыть голыми руками * add: Несколько целевой пинпоинтер для оперативников синдиката * add: Боеголовка синдиката
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@@ -134,7 +134,7 @@ public sealed class PryingSystem : EntitySystem
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RaiseLocalEvent(target, ref modEv);
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var time = TimeSpan.FromSeconds(!TryComp<AirlockComponent>(target, out var airlock) || !airlock.Powered ? 0 : modEv.BaseTime * modEv.PryTimeModifier * toolModifier); // WD EDIT
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var time = TimeSpan.FromSeconds(modEv.BaseTime * modEv.PryTimeModifier * (toolModifier - (!TryComp<AirlockComponent>(target, out var airlock) || !airlock.Powered ? 1 : 0))); // WD EDIT
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var doAfterArgs = new DoAfterArgs(EntityManager, user, time, new DoorPryDoAfterEvent(), target, target, tool)
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{
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12
Content.Shared/_White/Nuke/NuclearBombSyndicateComponent.cs
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12
Content.Shared/_White/Nuke/NuclearBombSyndicateComponent.cs
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@@ -0,0 +1,12 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared._White.Nuke;
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/// <summary>
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/// Used for tracking the nuke bomb - isn't a tag for pinpointer purposes.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class NuclearBombSyndicateComponent : Component
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{
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}
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@@ -0,0 +1,13 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared._White.Pinpointer;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class MultiplePinpointerComponent : Component
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{
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[DataField(required: true)]
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public string[] Modes = Array.Empty<string>();
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[ViewVariables, AutoNetworkedField]
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public uint CurrentEntry = 0;
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}
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