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