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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@@ -4,6 +4,7 @@ using Content.Shared.Humanoid;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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using Content.Shared.Standing.Systems;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Misc;
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@@ -27,9 +28,8 @@ public abstract class SharedTentacleGun : EntitySystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly ITimerManager _timerManager = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly SharedStandingStateSystem _standing = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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@@ -155,10 +155,7 @@ public abstract class SharedTentacleGun : EntitySystem
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private bool PullMob(ProjectileEmbedEvent args)
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{
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var stunTime = _random.Next(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(3));
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if (!_stunSystem.TryParalyze(args.Embedded, stunTime, true))
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return false;
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_standing.TryLieDown(args.Embedded);
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_throwingSystem.TryThrow(args.Embedded, Transform(args.Shooter!.Value).Coordinates, 5f);
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