Фиксы в основном (#495)
* - fix: No concealed rune interaction. * - fix: Wizard rule min players. * - add: Holosign stuff. * - add: Don't despawn dragon. * - tweak: Implants. * - fix: Hijack. * - remove: Hardsuit objective. * - fix: Holosigns. * - fix: Fix chair rotation. * - fix: No shooting while delayed. * - fix: Changeling felinid polymorph. * - fix: Fix stuck in container in container. * - fix: Fix flash in containers. * - fix: Whistle chameleon. * - fix: Loc. * - fix: No shooting in body bags. * - fix: Error. * - fix: Ling felinid fix attempt 2.
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@@ -186,7 +186,7 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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return false;
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}
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Down(uid, true, behavior != DropHeldItemsBehavior.NoDrop, standingState);
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Down(uid, true, behavior != DropHeldItemsBehavior.NoDrop, true, standingState);
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return true;
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}
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// WD EDIT END
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@@ -203,6 +203,7 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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EntityUid uid,
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bool playSound = true,
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bool dropHeldItems = true,
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bool unbuckle = true, // WD EDIT
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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HandsComponent? hands = null)
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@@ -292,7 +293,8 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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EntityUid uid,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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bool force = false)
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bool force = false,
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bool unbuckle = true) // WD EDIT
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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@@ -300,7 +302,7 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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// Optional component.
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Resolve(uid, ref appearance, false);
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if (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle)) // WD EDIT
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if (unbuckle && 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.Standing)
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