* - fix: Fix animals standing. * - fix: Stuff drop from hands on stun or death even if lying. * - tweak: Tentacle gun no longer stuns. * - fix: Space cleaner now evaporates. * - remove: No crew monitor objective. * - fix: Fix time beacon. * - tweak: Revert neuro implant buff. * - tweak: Nerf dagger. * - fix: Fix void adaptation not working.
29 lines
945 B
C#
29 lines
945 B
C#
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Electrocution;
|
|
using Content.Shared.StatusEffect;
|
|
|
|
namespace Content.Shared._White.Implants.NeuroControl;
|
|
|
|
public sealed class NeuroStabilizationSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<NeuroStabilizationComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
|
|
}
|
|
|
|
private void BeforeStaminaDamage(Entity<NeuroStabilizationComponent> ent, ref BeforeStaminaDamageEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
Electrocute(ent, (int) MathF.Round(args.Value * 2f / 3f));
|
|
}
|
|
|
|
public void Electrocute(EntityUid uid, int damage, StatusEffectsComponent? status = null)
|
|
{
|
|
_electrocution.TryDoElectrocution(uid, null, damage, TimeSpan.FromSeconds(1), false, 0.5f, status, true);
|
|
}
|
|
}
|