Cherrypicks 5 (#440)
* Chances of triggering effects (#27056) * electrocution * slippery * flashibg * Update SlipperyComponent.cs * Update SlipperySystem.cs * Flash buff (#25730) * flash buff * oops! * bool * 3 -> 1.5 seconds * okay fix * sluth * Flash overlay rework and bugfixes (#27369) * fix mapping door access (#27784) Co-authored-by: deltanedas <@deltanedas:kde.org> * - fix: Errors. * - fix: Incorporeal. --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
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@@ -1,19 +1,10 @@
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using Robust.Shared.GameStates;
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using Content.Shared.StatusEffect;
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namespace Content.Shared.Flash
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{
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public abstract class SharedFlashSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlashableComponent, ComponentGetState>(OnFlashableGetState);
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}
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private static void OnFlashableGetState(EntityUid uid, FlashableComponent component, ref ComponentGetState args)
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{
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args.State = new FlashableComponentState(component.Duration, component.LastFlash);
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}
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[ValidatePrototypeId<StatusEffectPrototype>]
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public const string FlashedKey = "Flashed";
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}
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}
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