[Feat&Fix] Система лежания (#288)
* лежать * лучше так сделать * - remove: Gravity is fine. * - add: Hit moving lying targets. * - tweak: Lie down insted of stun on FTL. * - fix: Fix double component. * - remove: Disable recoil. --------- Co-authored-by: Aviu00 <aviu00@protonmail.com>
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@@ -586,10 +586,11 @@ public sealed partial class ShuttleSystem
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{
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foreach (var child in toKnock)
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{
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if (!_statusQuery.TryGetComponent(child, out var status))
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/*if (!_statusQuery.TryGetComponent(child, out var status))
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continue;
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_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);
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_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);*/
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_standing.TryLieDown(child, dropHeldItems: true);
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// If the guy we knocked down is on a spaced tile, throw them too
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if (grid != null)
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@@ -791,8 +792,8 @@ public sealed partial class ShuttleSystem
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spawnPos = _transform.GetWorldPosition(targetXform, xformQuery);
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}
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angle = !HasComp<MapComponent>(targetXform.GridUid)
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? _random.NextAngle()
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angle = !HasComp<MapComponent>(targetXform.GridUid)
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? _random.NextAngle()
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: Angle.Zero;
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coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos);
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@@ -2,6 +2,7 @@ using Content.Server.Body.Systems;
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using Content.Server.Doors.Systems;
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using Content.Server.Parallax;
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using Content.Server.Shuttles.Components;
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using Content.Server.Standing;
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using Content.Server.Station.Systems;
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using Content.Server.Stunnable;
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using Content.Shared.GameTicking;
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@@ -50,6 +51,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!; // WD
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[Dependency] private readonly StandingStateSystem _standing = default!; // WD
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public const float TileMassMultiplier = 0.5f;
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