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

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