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