diff --git a/Content.Shared/_White/Implants/NeuroControl/NeuroStabilizationSystem.cs b/Content.Shared/_White/Implants/NeuroControl/NeuroStabilizationSystem.cs index 411a82ab3f..51f3e23318 100644 --- a/Content.Shared/_White/Implants/NeuroControl/NeuroStabilizationSystem.cs +++ b/Content.Shared/_White/Implants/NeuroControl/NeuroStabilizationSystem.cs @@ -18,7 +18,7 @@ public sealed class NeuroStabilizationSystem : EntitySystem private void BeforeStaminaDamage(Entity ent, ref BeforeStaminaDamageEvent args) { args.Cancelled = true; - Electrocute(ent, (int) MathF.Round(args.Value * 2f / 3f)); + Electrocute(ent, (int) MathF.Round(args.Value * 2f / 4f)); } public void Electrocute(EntityUid uid, int damage, StatusEffectsComponent? status = null) diff --git a/Content.Shared/_White/Item/DelayedKnockdown/DelayedKnockdownOnHitSystem.cs b/Content.Shared/_White/Item/DelayedKnockdown/DelayedKnockdownOnHitSystem.cs index aeab3a49f4..bf6f1cdbb7 100644 --- a/Content.Shared/_White/Item/DelayedKnockdown/DelayedKnockdownOnHitSystem.cs +++ b/Content.Shared/_White/Item/DelayedKnockdown/DelayedKnockdownOnHitSystem.cs @@ -4,6 +4,8 @@ using Content.Shared.Speech.EntitySystems; using Content.Shared.Standing; using Content.Shared.StatusEffect; using Content.Shared.Stunnable; +using Content.Shared._White.Implants.NeuroControl; +using Content.Shared.Electrocution; using Robust.Shared.Timing; namespace Content.Shared._White.Item.DelayedKnockdown; @@ -14,6 +16,7 @@ public sealed class DelayedKnockdownOnHitSystem : EntitySystem [Dependency] private readonly SharedJitteringSystem _jitter = default!; [Dependency] private readonly SharedStutteringSystem _stutter = default!; [Dependency] private readonly IGameTiming _timing = default!; + [Dependency] private readonly SharedElectrocutionSystem _electrocution = default!; public override void Initialize() { @@ -36,6 +39,12 @@ public sealed class DelayedKnockdownOnHitSystem : EntitySystem if (!TryComp(uid, out StandingStateComponent? standingState) || !standingState.CanLieDown) continue; + if (HasComp(uid)) + { + _electrocution.TryDoElectrocution(uid, null, 5, TimeSpan.FromSeconds(1), false, 0.5f, null, true); + continue; + } + if (jitterTime > TimeSpan.Zero) _jitter.DoJitter(uid, jitterTime, true, status: statusEffects); if (stutterTime > TimeSpan.Zero)