[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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@@ -12,6 +12,7 @@ using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Content.Shared.Standing.Systems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio.Systems;
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@@ -24,7 +25,7 @@ public abstract class SharedStunSystem : EntitySystem
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StandingStateSystem _standingState = default!;
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[Dependency] private readonly SharedStandingStateSystem _standingState = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffect = default!;
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/// <summary>
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@@ -36,7 +37,6 @@ public abstract class SharedStunSystem : EntitySystem
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public override void Initialize()
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{
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SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
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SubscribeLocalEvent<KnockedDownComponent, ComponentShutdown>(OnKnockShutdown);
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SubscribeLocalEvent<KnockedDownComponent, StandAttemptEvent>(OnStandAttempt);
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SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
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@@ -106,11 +106,6 @@ public abstract class SharedStunSystem : EntitySystem
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_standingState.Down(uid);
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}
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private void OnKnockShutdown(EntityUid uid, KnockedDownComponent component, ComponentShutdown args)
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{
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_standingState.Stand(uid);
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}
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private void OnStandAttempt(EntityUid uid, KnockedDownComponent component, StandAttemptEvent args)
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{
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if (component.LifeStage <= ComponentLifeStage.Running)
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