* - tweak: Something. * - tweak: Tweaks. * - tweak: Death to autoklickers. * - tweak: Warop tweak. * - tweak: Neuro tweaks. * - add: Translate animal accents. * - fix: Embeddable projectiles miss corpses. * - tweak: More sniper ammo. * - tweak: Free clothes in uplink. * - tweak: Less speed up from stuff. * - tweak: Ammo counter and toggleable clothing stuff. * - add: More emag stuff. * - tweak: No neuro blunt stamina damage. * - fix: Fix name. * - fix: Fix desc.
47 lines
1.7 KiB
C#
47 lines
1.7 KiB
C#
using Content.Server.Stunnable.Components;
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using Content.Shared.StatusEffect;
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using JetBrains.Annotations;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Stunnable
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{
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
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}
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private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
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{
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if (EntityManager.TryGetComponent<StatusEffectsComponent>(target, out var status))
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{
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_stunSystem.TryStun(target, TimeSpan.FromSeconds(component.StunAmount), true, status);
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_stunSystem.TryKnockdown(target, TimeSpan.FromSeconds(component.KnockdownAmount), true, status);
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_stunSystem.TrySlowdown(target, TimeSpan.FromSeconds(component.SlowdownAmount), true,
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component.WalkSpeedMultiplier, component.RunSpeedMultiplier, status);
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}
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}
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private void HandleCollide(EntityUid uid, StunOnCollideComponent component, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != component.FixtureID)
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return;
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TryDoCollideStun(uid, component, args.OtherEntity);
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}
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private void HandleThrow(EntityUid uid, StunOnCollideComponent component, ThrowDoHitEvent args)
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{
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TryDoCollideStun(uid, component, args.Target);
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}
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}
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}
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