Fixes mostly (#292)
* - fix: Fix animals standing. * - fix: Stuff drop from hands on stun or death even if lying. * - tweak: Tentacle gun no longer stuns. * - fix: Space cleaner now evaporates. * - remove: No crew monitor objective. * - fix: Fix time beacon. * - tweak: Revert neuro implant buff. * - tweak: Nerf dagger. * - fix: Fix void adaptation not working.
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@@ -6,6 +6,7 @@ using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Popups;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Server._White.TimeBeacon;
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@@ -13,6 +14,7 @@ namespace Content.Server._White.TimeBeacon;
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public sealed class TimeBeaconSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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@@ -42,7 +44,8 @@ public sealed class TimeBeaconSystem : EntitySystem
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if (!TryComp(ent, out TransformComponent? xform) || !TryComp(entity, out TransformComponent? entXform))
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return;
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if (xform.MapID != entXform.MapID)
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// If entity polymorphed or something
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if (_mapManager.IsMapPaused(entXform.MapID))
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return;
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// break pulls before portal enter so we dont break shit
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