@@ -30,8 +30,9 @@ public sealed class EscapeShuttleConditionSystem : EntitySystem
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return 0f;
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return 0f;
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// You're not escaping if you're restrained!
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// You're not escaping if you're restrained!
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// Granting 50% as to allow for partial completion of the objective.
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if (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0)
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if (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0)
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return 0f;
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return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 0.5f : 0f;
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// Any emergency shuttle counts for this objective, but not pods.
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// Any emergency shuttle counts for this objective, but not pods.
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return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 1f : 0f;
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return _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value) ? 1f : 0f;
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