Blood (#507)
* - tweak: Nerf spear. * - tweak: Blood bolt barrage. * - add: Cult stuff. * - fix: Cult fixes. * - remove: Garbage. * - fix: Multiple pylons. * - fix: Pylon placement fix. * - add: Lots of cult stuff.
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@@ -1,7 +1,9 @@
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using Content.Shared._White.Chaplain;
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using Content.Shared._White.Cult.Components;
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using Content.Shared.Actions;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Projectiles;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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@@ -15,6 +17,7 @@ public sealed class BloodSpearSystem : EntitySystem
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly HolyWeaponSystem _holy = default!;
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[Dependency] private readonly INetManager _net = default!;
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public override void Initialize()
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@@ -23,7 +26,8 @@ public sealed class BloodSpearSystem : EntitySystem
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SubscribeLocalEvent<BloodSpearComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<BloodSpearComponent, GotEquippedHandEvent>(OnEquip);
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SubscribeLocalEvent<BloodSpearComponent, ThrowDoHitEvent>(OnThrowDoHit);
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SubscribeLocalEvent<BloodSpearComponent, ThrowDoHitEvent>(OnThrowDoHit,
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before: new[] {typeof(SharedProjectileSystem)});
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SubscribeLocalEvent<BloodSpearComponent, ExaminedEvent>(OnExamine);
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}
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@@ -34,11 +38,20 @@ public sealed class BloodSpearSystem : EntitySystem
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private void OnThrowDoHit(Entity<BloodSpearComponent> ent, ref ThrowDoHitEvent args)
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{
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if (HasComp<CultistComponent>(args.Target) || HasComp<ConstructComponent>(args.Target))
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{
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args.Handled = true;
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return;
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}
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if (!TryComp(args.Target, out StatusEffectsComponent? status))
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return;
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if(!_stunSystem.TryParalyze(args.Target, TimeSpan.FromSeconds(6), true, status))
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return;
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if (!_holy.IsHoldingHolyWeapon(args.Target))
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{
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if(!_stunSystem.TryParalyze(args.Target, TimeSpan.FromSeconds(4), true, status))
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return;
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}
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if (_net.IsClient)
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return;
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