Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts: # Content.Client/Crayon/CrayonDecalVisualizer.cs # Content.Client/Tabletop/TabletopSystem.cs # Content.IntegrationTests/Tests/InventoryHelpersTest.cs # Content.Server/AI/EntitySystems/AiSystem.cs # Content.Server/AI/Utility/AiLogic/UtilityAI.cs # Content.Server/AME/AMENodeGroup.cs # Content.Server/Administration/AdminVerbSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chemistry/Components/InjectorComponent.cs # Content.Server/Chemistry/TileReactions/CleanTileReaction.cs # Content.Server/Chemistry/TileReactions/SpillTileReaction.cs # Content.Server/Crayon/CrayonComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fluids/Components/MopComponent.cs # Content.Server/Fluids/Components/SpillExtensions.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/Instruments/InstrumentSystem.cs # Content.Server/Nutrition/EntitySystems/DrinkSystem.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/PneumaticCannon/PneumaticCannonSystem.cs # Content.Server/Storage/Components/EntityStorageComponent.cs # Content.Server/Storage/Components/StorageFillComponent.cs # Content.Server/Stunnable/StunbatonSystem.cs # Content.Server/Throwing/ThrowHelper.cs # Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs # Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs # Content.Shared/Damage/Components/DamageableComponent.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/MobState/Components/MobStateComponent.cs # Content.Shared/Slippery/SharedSlipperySystem.cs
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@@ -63,7 +63,7 @@ namespace Content.Shared.Slippery
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if (!component.Slippery
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|| component.Owner.IsInContainer()
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|| component.Slipped.Contains(uid)
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|| !_statusEffectsSystem.CanApplyEffect(uid, "Stun"))
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|| !_statusEffectsSystem.CanApplyEffect(uid, "Stun")) //Should be KnockedDown instead?
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{
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return false;
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}
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@@ -94,11 +94,17 @@ namespace Content.Shared.Slippery
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otherBody.LinearVelocity *= component.LaunchForwardsMultiplier;
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_stunSystem.TryParalyze(otherBody.Owner, TimeSpan.FromSeconds(5));
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bool playSound = !_statusEffectsSystem.HasStatusEffect(otherBody.Owner, "KnockedDown");
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_stunSystem.TryParalyze(otherBody.Owner, TimeSpan.FromSeconds(component.ParalyzeTime), true);
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component.Slipped.Add(otherBody.Owner);
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component.Dirty();
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PlaySound(component);
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//Preventing from playing the slip sound when you are already knocked down.
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if(playSound)
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{
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PlaySound(component);
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}
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_adminLog.Add(LogType.Slip, LogImpact.Low, $"{component.Owner} slipped on collision with {otherBody.Owner}");
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