XenoArch [Science Overhaul] (#12204)
* multi-node xeno artifacts * refactor existing artifact effects * more tweaks to generation * more shit plus fix tests * more generation stuff plus threat levels * doink * now make it build * defer the artifact activation to not cause errors also pricing * some changes * all of the yaml + ui stuff for artifact analyzer * machine linking and starting to make the ui functional * artifact analyzer display * a shit ton of artifact analyzer stuff * more changes; making destroy work properly; progress bar tweaks * getting shit going! ALL RIGHT * small tweaks that didn't help much * Komm susser todd: the end of analysis * recipes and hints and ui, oh my! * add some in-game sources gotta prepare for day 1 launch * node data + ditch random seed in place of id * bunch of triggers * finish off the last few triggers * implement machine examine verb * knock, flicker, blink, throw * shatter, foam, shuffle, heat * fix all the shit i broke * *some* of these have to be good, no? 25 effects * callin' it there for effects * comments + reword some trigger hints * don't mind this little commit here * byref event * fix brokey node entry * fix low pressure trigger * mirror review plus fixing 0x40's bug also the throw artifact threw incorrectly * randomize the event message a teeny bit
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@@ -169,6 +169,7 @@ namespace Content.Server.Salvage
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}
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gridState.ActiveMagnets.Add(component);
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component.MagnetState = new MagnetState(MagnetStateType.Attaching, gridState.CurrentTime + AttachingTime);
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RaiseLocalEvent(new SalvageMagnetActivatedEvent(component.Owner));
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Report(component.Owner, component.SalvageChannel, "salvage-system-report-activate-success");
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break;
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case MagnetStateType.Attaching:
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