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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@@ -168,15 +168,17 @@ public abstract class SharedMindSystem : EntitySystem
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args.PushMarkup($"[color=yellow]{Loc.GetString("comp-mind-examined-ssd", ("ent", uid))}[/color]");
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}
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/// <summary>
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/// Checks to see if the user's mind prevents them from suicide
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/// Handles the suicide event without killing the user if true
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/// </summary>
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private void OnSuicide(EntityUid uid, MindContainerComponent component, SuicideEvent args)
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{
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if (args.Handled)
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return;
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if (TryComp(component.Mind, out MindComponent? mind) && mind.PreventSuicide)
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{
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args.BlockSuicideAttempt(true);
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}
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args.Handled = true;
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}
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public EntityUid? GetMind(EntityUid uid, MindContainerComponent? mind = null)
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