Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
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@@ -1,6 +1,9 @@
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using System.ComponentModel.Design;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Prototypes;
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using YamlDotNet.Core.Tokens;
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namespace Content.Shared.StatusEffectNew;
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@@ -291,6 +294,21 @@ public sealed partial class StatusEffectsSystem
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return false;
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}
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/// <summary>
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/// A method which specifically removes time from a status effect, or removes the status effect if time is null.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to modify.</param>
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/// <param name="time">
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/// The time adjustment to apply to the status effect. Positive values extend the duration,
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/// while negative values reduce it.
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/// </param>
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/// <returns> True if duration was edited successfully, false otherwise.</returns>
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public bool TryRemoveTime(EntityUid uid, EntProtoId effectProto, TimeSpan? time)
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{
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return time == null ? TryRemoveStatusEffect(uid, effectProto) : TryAddTime(uid, effectProto, time.Value);
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}
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/// <summary>
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/// Attempts to set the remaining time for a status effect on an entity.
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/// </summary>
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