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.
This commit is contained in:
Aviu00
2024-04-23 22:20:16 +09:00
committed by GitHub
parent d6a25fc39a
commit 9a72a48c4b
13 changed files with 76 additions and 25 deletions

View File

@@ -6,6 +6,7 @@ using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Popups;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Server._White.TimeBeacon;
@@ -13,6 +14,7 @@ namespace Content.Server._White.TimeBeacon;
public sealed class TimeBeaconSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly TransformSystem _transform = default!;
@@ -42,7 +44,8 @@ public sealed class TimeBeaconSystem : EntitySystem
if (!TryComp(ent, out TransformComponent? xform) || !TryComp(entity, out TransformComponent? entXform))
return;
if (xform.MapID != entXform.MapID)
// If entity polymorphed or something
if (_mapManager.IsMapPaused(entXform.MapID))
return;
// break pulls before portal enter so we dont break shit