Melee Executions (#30104)
* melee executions * fix damage bug * cleanup * address reviews hopefully * resistance bypass mechanic * component changes * self executions (not finished yet) * self execs part two * ok i fixed things (still not finished) * finish everything * review stuff * nuke if (kind = special) * more review stuffs * Make suicide system much less hardcoded and make much more use of events * Fix a dumb bug I introduced * self execution popups * Integration tests * Why did they even take 0.5 blunt damage? * More consistent integration tests * Destructive equals true * Allow it to dirty-dispose * IS THIS WHAT YOU WANT? * FRESH AND CLEAN * modifier to multiplier * don't jinx the integration tests * no file-scoped namespace * Move the rest of execution to shared, create SuicideGhostEvent * handled * Get rid of unused code and add a comment * ghost before suicide * stop cat suicides * popup fix + small suicide change * make it a bit better --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
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@@ -38,7 +38,7 @@ public sealed class CrematoriumSystem : EntitySystem
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SubscribeLocalEvent<CrematoriumComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<CrematoriumComponent, GetVerbsEvent<AlternativeVerb>>(AddCremateVerb);
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SubscribeLocalEvent<CrematoriumComponent, SuicideEvent>(OnSuicide);
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SubscribeLocalEvent<CrematoriumComponent, SuicideByEnvironmentEvent>(OnSuicideByEnvironment);
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SubscribeLocalEvent<ActiveCrematoriumComponent, StorageOpenAttemptEvent>(OnAttemptOpen);
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}
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@@ -146,11 +146,10 @@ public sealed class CrematoriumSystem : EntitySystem
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_audio.PlayPvs(component.CremateFinishSound, uid);
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}
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private void OnSuicide(EntityUid uid, CrematoriumComponent component, SuicideEvent args)
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private void OnSuicideByEnvironment(EntityUid uid, CrematoriumComponent component, SuicideByEnvironmentEvent args)
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{
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if (args.Handled)
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return;
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args.SetHandled(SuicideKind.Heat);
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var victim = args.Victim;
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if (TryComp(victim, out ActorComponent? actor) && _minds.TryGetMind(victim, out var mindId, out var mind))
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@@ -179,6 +178,7 @@ public sealed class CrematoriumSystem : EntitySystem
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}
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_entityStorage.CloseStorage(uid);
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Cremate(uid, component);
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args.Handled = true;
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}
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public override void Update(float frameTime)
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