Fixes & more (#548)
* - fix: Narsie not spawning, items not dropping on paralyze, cult tweaks. * - fix: Diagonal grilles layer. * - add: Cockroaches don't drop organs. * - add: Magic hands now work on interact & disable context menu interaction. * - fix: Shackles speech after doafter. * - tweak: Reduce flashbang knockdown, check for CanLieDown. * - tweak: Hspear limit. * - tweak: Remove knockdown tile friction. * - tweak: Engi belt in sus box. * - fix: Constructs can hear cult chat. * - fix: Desword audio. * - fix: Context menu. * - fix: Actually drop items on paralyze. * - tweak: Revert range reduction. * - add: Update thermal visibility. * - add: NPCs can miss. * - tweak: Update desc. * - fix: Actually fix desword audio. * - tweak: Secret weights & game presets. * - fix: Cult stun.
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@@ -11,7 +11,6 @@ using Content.Shared._White.Wizard.Timestop;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Movement.Events;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Physics;
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@@ -29,10 +28,8 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; // WD EDIT
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!; // WD EDIT
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[Dependency] private readonly SharedStunSystem _stun = default!; // WD EDIT
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[Dependency] private readonly MobStateSystem _mobState = default!; // WD EDIT
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[Dependency] private readonly SharedBuckleSystem _buckle = default!; // WD EDIT
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[Dependency] private readonly SharedTransformSystem _transform = default!; // WD EDIT
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[Dependency] private readonly SharedRotationVisualsSystem _rotation = default!; // WD EDIT
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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@@ -53,7 +50,6 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
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SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
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SubscribeLocalEvent<StandingStateComponent, TileFrictionEvent>(OnTileFriction);
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SubscribeLocalEvent<StandingStateComponent, SlipAttemptEvent>(OnSlipAttempt);
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InitializeColliding();
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@@ -114,12 +110,6 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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args.ModifySpeed(1f, 1f);
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}
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private void OnTileFriction(Entity<StandingStateComponent> ent, ref TileFrictionEvent args)
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{
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if (IsDown(ent))
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args.Modifier *= SharedStunSystem.KnockDownModifier;
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}
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private void OnSlipAttempt(EntityUid uid, StandingStateComponent component, SlipAttemptEvent args)
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{
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if (IsDown(uid))
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@@ -171,7 +161,7 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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return true;
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}
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public enum DropHeldItemsBehavior
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public enum DropHeldItemsBehavior : byte
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{
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NoDrop,
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DropIfStanding,
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@@ -222,9 +212,6 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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if (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle)) // WD EDIT
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return false;
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if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
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return true;
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// This is just to avoid most callers doing this manually saving boilerplate
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// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
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// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
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@@ -234,6 +221,9 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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RaiseLocalEvent(uid, new DropHandItemsEvent());
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}
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if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
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return true;
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var msg = new DownAttemptEvent();
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RaiseLocalEvent(uid, msg);
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