Remove all but 1 IsIncapacitated (#10661)
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@@ -69,13 +69,14 @@ public sealed partial class ChemistrySystem
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}
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else if (component.ToggleState == SharedInjectorComponent.InjectorToggleMode.Draw)
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{
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/// Draw from a bloodstream, if the target has that
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// Draw from a bloodstream, if the target has that
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if (TryComp<BloodstreamComponent>(target, out var stream))
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{
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TryDraw(component, target, stream.BloodSolution, user, stream);
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return;
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}
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/// Draw from an object (food, beaker, etc)
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// Draw from an object (food, beaker, etc)
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if (_solutions.TryGetDrawableSolution(target, out var drawableSolution))
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{
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TryDraw(component, target, drawableSolution, user);
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@@ -111,7 +112,8 @@ public sealed partial class ChemistrySystem
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private void OnInjectorAfterInteract(EntityUid uid, InjectorComponent component, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach) return;
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if (args.Handled || !args.CanReach)
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return;
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if (component.CancelToken != null)
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{
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@@ -146,7 +148,8 @@ public sealed partial class ChemistrySystem
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private void OnInjectorUse(EntityUid uid, InjectorComponent component, UseInHandEvent args)
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{
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if (args.Handled) return;
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if (args.Handled)
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return;
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Toggle(component, args.User);
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args.Handled = true;
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@@ -200,11 +203,11 @@ public sealed partial class ChemistrySystem
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("user", userName)), user, Filter.Entities(target));
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// Check if the target is incapacitated or in combat mode and modify time accordingly.
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if (TryComp<MobStateComponent>(target, out var mobState) && mobState.IsIncapacitated())
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if (_mobState.IsIncapacitated(target))
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{
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actualDelay /= 2;
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}
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else if (TryComp<CombatModeComponent>(target, out var combat) && combat.IsInCombatMode)
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else if (_combat.IsInCombatMode(target))
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{
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// Slightly increase the delay when the target is in combat mode. Helps prevents cheese injections in
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// combat with fast syringes & lag.
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