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

@@ -37,6 +37,7 @@ public abstract class SharedStunSystem : EntitySystem
public override void Initialize()
{
SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
SubscribeLocalEvent<KnockedDownComponent, ComponentShutdown>(OnKnockShutdown);
SubscribeLocalEvent<KnockedDownComponent, StandAttemptEvent>(OnStandAttempt);
SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
@@ -106,6 +107,17 @@ public abstract class SharedStunSystem : EntitySystem
_standingState.Down(uid);
}
private void OnKnockShutdown(EntityUid uid, KnockedDownComponent component, ComponentShutdown args)
{
// WD EDIT START
// Don't stand up if we can lie down via keybind
if (!TryComp(uid, out StandingStateComponent? standing) || standing.CanLieDown)
return;
_standingState.Stand(uid, standing);
// WD EDIT END
}
private void OnStandAttempt(EntityUid uid, KnockedDownComponent component, StandAttemptEvent args)
{
if (component.LifeStage <= ComponentLifeStage.Running)