Make Licoxide bypass insulated gloves (#10949)
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@@ -11,6 +11,7 @@ using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Electrocution;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Jittering;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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@@ -252,18 +253,25 @@ namespace Content.Server.Electrocution
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}
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}
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/// <param name="uid">Entity being electrocuted.</param>
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/// <param name="sourceUid">Source entity of the electrocution.</param>
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/// <param name="shockDamage">How much shock damage the entity takes.</param>
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/// <param name="time">How long the entity will be stunned.</param>
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/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
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/// <param name="siemensCoeffiecient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
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/// <param name="statusEffect">Status effect to apply to the entity.</param>
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/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
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/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
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public bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null)
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient)
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
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|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
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return false;
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RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
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return true;
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}
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private bool TryDoElectrocutionPowered(
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@@ -281,7 +289,7 @@ namespace Content.Server.Electrocution
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return false;
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// Coefficient needs to be higher than this to do a powered electrocution!
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if(siemensCoefficient <= 0.5f)
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if (siemensCoefficient <= 0.5f)
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return DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects);
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if (!DoCommonElectrocution(uid, sourceUid, null, time, refresh, siemensCoefficient, statusEffects))
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@@ -311,9 +319,11 @@ namespace Content.Server.Electrocution
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return true;
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}
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private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient)
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private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient, bool ignoreInsulation = false)
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{
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var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient);
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var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient,
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ignoreInsulation ? SlotFlags.NONE : ~SlotFlags.POCKET);
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RaiseLocalEvent(uid, attemptEvent, true);
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// Cancel the electrocution early, so we don't recursively electrocute anything.
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